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Falling off the 4ed bandwagon
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<blockquote data-quote="TheAuldGrump" data-source="post: 5052042" data-attributes="member: 6957"><p>As got pointed out, long before 4e was announced - the 3.X rules do <em>not</em> say that magic items can be easily purchased, nor is that even particularly implied, except possibly for certain (Forgotten Realms?) settings - so no, it is not a even house rule, but rather a setting decision. What they do have is how long it takes to create magic items - and that it takes just as long for an NPC as it does for a PC. And since the village priest is ministering to the village for most of his day, he will get around to the scrolls when he gets around to it.</p><p></p><p>He is more likely to have some potions of healing, since he will not need to be there to personally use them, an assumption that he is likely have for a stockpile of scrolls...</p><p></p><p>As for Wizards creating their own scrolls... they have a few that they keep for contingencies. Knock comes to mind, put they much prefer if the <s>expendable</s> professional <s>thief</s> property relocation expert opens the door for them - scrolls cost money. Now wands.... a wizard seems more likely, in my campaign, to carry about two wands of regularly used offensive spells than anything else - for some reason Fireball remains the most popular, with Magic Missile for those things that are immune to fire.</p><p></p><p>Then again, I have never experienced the 15 minute adventuring day problem either, so likely it is my crew. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> (Hey guys! I just said something nice about you!) It seems like everyone pretty much holds the line together, the wizard does not go Nova, but conserves his spells, though until the Reserve feats came out he was still the limiting factor on the adventuring day (just closer to six hours than fifteen minutes, and once I had to pretty much tell the players that a fifteen <em>hour</em> adventuring day was not a good idea, they would have been facing the big bad while sorely depleted).</p><p></p><p>Another consideration that comes to mind 3e vs. 4e - I wonder if the fans of versatile wizards are one of the major chunks of resentment toward 4e? I know that it is for me, though my own biggest bone is the GSL (grrrrr). Play for them has to be one of the biggest edition changes.</p><p></p><p>The Auld Grump, rambling because he needs to eat....</p></blockquote><p></p>
[QUOTE="TheAuldGrump, post: 5052042, member: 6957"] As got pointed out, long before 4e was announced - the 3.X rules do [i]not[/i] say that magic items can be easily purchased, nor is that even particularly implied, except possibly for certain (Forgotten Realms?) settings - so no, it is not a even house rule, but rather a setting decision. What they do have is how long it takes to create magic items - and that it takes just as long for an NPC as it does for a PC. And since the village priest is ministering to the village for most of his day, he will get around to the scrolls when he gets around to it. He is more likely to have some potions of healing, since he will not need to be there to personally use them, an assumption that he is likely have for a stockpile of scrolls... As for Wizards creating their own scrolls... they have a few that they keep for contingencies. Knock comes to mind, put they much prefer if the [s]expendable[/s] professional [s]thief[/s] property relocation expert opens the door for them - scrolls cost money. Now wands.... a wizard seems more likely, in my campaign, to carry about two wands of regularly used offensive spells than anything else - for some reason Fireball remains the most popular, with Magic Missile for those things that are immune to fire. Then again, I have never experienced the 15 minute adventuring day problem either, so likely it is my crew. :) (Hey guys! I just said something nice about you!) It seems like everyone pretty much holds the line together, the wizard does not go Nova, but conserves his spells, though until the Reserve feats came out he was still the limiting factor on the adventuring day (just closer to six hours than fifteen minutes, and once I had to pretty much tell the players that a fifteen [i]hour[/i] adventuring day was not a good idea, they would have been facing the big bad while sorely depleted). Another consideration that comes to mind 3e vs. 4e - I wonder if the fans of versatile wizards are one of the major chunks of resentment toward 4e? I know that it is for me, though my own biggest bone is the GSL (grrrrr). Play for them has to be one of the biggest edition changes. The Auld Grump, rambling because he needs to eat.... [/QUOTE]
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