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d20 Modern vs. controversial D&D rules
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<blockquote data-quote="Elder-Basilisk" data-source="post: 462777" data-attributes="member: 3146"><p>A few people seem to be expressing the idea that any spell that is cast every fight is too useful and probably needs to be nerfed.</p><p></p><p>Unfortunately, that would lead to the elimination of the magic system altogether. Here are some spells that I generally see cast every fight (or in used every fight).</p><p></p><p>[Any spell on a sorceror's spells known list] and</p><p></p><p>1. Cure Light Wounds, Shield, Mage Armor, Magic Missile, sleep (at low levels).</p><p></p><p>2. Bull's Strength, Cat's Grace, Cure moderate wounds, Glitterdust, web.</p><p></p><p>3. Cure Serious Wounds, Haste, Fireball, Greater Magic Weapon (if available), Magic Vestments (if available)</p><p></p><p>4. Cure Critical Wounds, Improved Invisibility</p><p></p><p>Of course, this list reflects the fact that the most effective sorcerors I know of had magic missile, web, fireball, and improved invisibilty on their spell lists. It also reflects the fact that my fighter/wizard character knows Shield, Bull's Strength, Glitterdust, and Haste. If he knew different spells, he'd use a different set of spells every combat/adventure.</p><p></p><p>If you were to figure that all of these spells needed to be nerfed because they were too useful, it wouldn't mean that characters would suddenly diversify and prepare no more than one spell of each kind which they would then cast in a creative and original manner to do something really neat that you never thought the spell could do. Instead, it would result in characters taking a close look at the spells available to them and coming up with a new set of spells around which they could build strategies. For my fighter/wizard, for instance, it would probably look like this:</p><p></p><p>1. Lesser energy orb, Protection from evil (without Shield, it's all he'd have for defense)</p><p></p><p>2. Blindness/Deafness, Web</p><p></p><p>3. Blink</p><p></p><p>4. (When he can cast 4th level spells) Fire Shield</p><p></p><p>For the sorceror I'm thinking of (assuming she were able to change her spells known), it would probably look like:</p><p></p><p>1. Mage Armor, Negative energy ray</p><p></p><p>2. Glitterdust</p><p></p><p>3. Icy Burst or Lightning Bolt</p><p></p><p>4. Stoneskin or Evard's Black Tentacles</p><p></p><p>Would you then conclude that all of those spells were broken and needed to be nerfed? The players would then either come up with a new list of spells that they could work with or quit in disgust because there was no longer any point to playing a spellcaster.</p><p></p><p>Nobody says that melee weapons are overpowered because the fighter uses theirs' every fight. Why would spells be overpowered just because a wizard (or especially a sorceror) uses them every fight?</p><p></p><p>Spells can certainly be overpowered but the fact that they are commonly used doesn't prove that they are, in fact, overpowered.</p></blockquote><p></p>
[QUOTE="Elder-Basilisk, post: 462777, member: 3146"] A few people seem to be expressing the idea that any spell that is cast every fight is too useful and probably needs to be nerfed. Unfortunately, that would lead to the elimination of the magic system altogether. Here are some spells that I generally see cast every fight (or in used every fight). [Any spell on a sorceror's spells known list] and 1. Cure Light Wounds, Shield, Mage Armor, Magic Missile, sleep (at low levels). 2. Bull's Strength, Cat's Grace, Cure moderate wounds, Glitterdust, web. 3. Cure Serious Wounds, Haste, Fireball, Greater Magic Weapon (if available), Magic Vestments (if available) 4. Cure Critical Wounds, Improved Invisibility Of course, this list reflects the fact that the most effective sorcerors I know of had magic missile, web, fireball, and improved invisibilty on their spell lists. It also reflects the fact that my fighter/wizard character knows Shield, Bull's Strength, Glitterdust, and Haste. If he knew different spells, he'd use a different set of spells every combat/adventure. If you were to figure that all of these spells needed to be nerfed because they were too useful, it wouldn't mean that characters would suddenly diversify and prepare no more than one spell of each kind which they would then cast in a creative and original manner to do something really neat that you never thought the spell could do. Instead, it would result in characters taking a close look at the spells available to them and coming up with a new set of spells around which they could build strategies. For my fighter/wizard, for instance, it would probably look like this: 1. Lesser energy orb, Protection from evil (without Shield, it's all he'd have for defense) 2. Blindness/Deafness, Web 3. Blink 4. (When he can cast 4th level spells) Fire Shield For the sorceror I'm thinking of (assuming she were able to change her spells known), it would probably look like: 1. Mage Armor, Negative energy ray 2. Glitterdust 3. Icy Burst or Lightning Bolt 4. Stoneskin or Evard's Black Tentacles Would you then conclude that all of those spells were broken and needed to be nerfed? The players would then either come up with a new list of spells that they could work with or quit in disgust because there was no longer any point to playing a spellcaster. Nobody says that melee weapons are overpowered because the fighter uses theirs' every fight. Why would spells be overpowered just because a wizard (or especially a sorceror) uses them every fight? Spells can certainly be overpowered but the fact that they are commonly used doesn't prove that they are, in fact, overpowered. [/QUOTE]
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