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General Tabletop Discussion
*Dungeons & Dragons
Fighters vs. Spellcasters (a case for fighters.)
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<blockquote data-quote="Aenghus" data-source="post: 6211034" data-attributes="member: 2656"><p>Re <em>Simulacrum</em>, it's my experience that one or more NPCs of the DM use the spell first as it's apparently intended, as a "bad guy" spell to replace existing NPCs or perhaps PCs, or make loyal minions. For that purpose granting half levels, caster powers etc assists in the deception and/or their effectiveness.</p><p></p><p>I can't provide a reference but I believe I do remember at least one printed module where a simulacrum with casting powers of a spellcaster was used.</p><p></p><p>So the spell can be interpreted in a number of ways, and if it stays in the hands of NPCs the interpretation doesn't matter so much. In 3.x it is much more likely the party will eventually be able to use the spell themselves, and then the interpretation matters.</p><p></p><p>If the PCs rise to the level they can cast <em>Simulacrum</em> the precedent is already set. The way the spell works can be changed at that point, but it's probably obvious to the players what's happening even if they are not told.</p><p></p><p>A 4e solution to this issue is to make spells like <em>Simulacrum</em> into rituals, in which case it's easier to have bad-guy plot device rituals that are inconvenient or impossible for the PCs to cast even if they get their hands on them. 4e tries to break the expectation that PCs can duplicate anything they see NPCs do, as some powers that are fine for NPCs are potentially broken when used by PCs.</p></blockquote><p></p>
[QUOTE="Aenghus, post: 6211034, member: 2656"] Re [I]Simulacrum[/I], it's my experience that one or more NPCs of the DM use the spell first as it's apparently intended, as a "bad guy" spell to replace existing NPCs or perhaps PCs, or make loyal minions. For that purpose granting half levels, caster powers etc assists in the deception and/or their effectiveness. I can't provide a reference but I believe I do remember at least one printed module where a simulacrum with casting powers of a spellcaster was used. So the spell can be interpreted in a number of ways, and if it stays in the hands of NPCs the interpretation doesn't matter so much. In 3.x it is much more likely the party will eventually be able to use the spell themselves, and then the interpretation matters. If the PCs rise to the level they can cast [I]Simulacrum[/I] the precedent is already set. The way the spell works can be changed at that point, but it's probably obvious to the players what's happening even if they are not told. A 4e solution to this issue is to make spells like [I]Simulacrum[/I] into rituals, in which case it's easier to have bad-guy plot device rituals that are inconvenient or impossible for the PCs to cast even if they get their hands on them. 4e tries to break the expectation that PCs can duplicate anything they see NPCs do, as some powers that are fine for NPCs are potentially broken when used by PCs. [/QUOTE]
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