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Grease spell = grease fire?
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<blockquote data-quote="Cedric" data-source="post: 3116646" data-attributes="member: 2044"><p>Yes, to be honest most of the people I know who like 3.5 like it just for reasons like this. Very few one shot kills, everyone can contribute on semi-equal footing, rules are clearly laid out with a minimal amount of ambiguity, you don't have to wonder if x can do y as it is usually stated as such if it can, etc., etc. </p><p></p><p>But, I don't mind being a vocal minority. As a GM, I like deciding for myself if you can use Spell Y to accomplish goal X. In general, if you come up with a plausible reason that is not specifically duplicated by another spell or ability I would say yes. However, in 3.x (moreso 3.5) I am left with less and less ability to interpret this for myself as there is a "ruling" on it that people have a reasonable expectation you will stick with unless you have stated otherwise already (house ruled in advance, etc.). </p><p></p><p>As a player, I loved those days when the light at the end of the tunnel was a flickering match in a stiff breeze and your whole group was almost done for...and you're staring at your character sheet in desperation when suddenly...you are hit with that idea that's like tossing gasoline and tinder on that flickering match. That epiphany which...if it works...will save your whole group, all because you used some spell in a manner other than it was originally intended. </p><p></p><p>But, in 3.x that creativity is often squashed by a ruleset that eliminates the what-ifs and leaves me with a black and white set of capabilities. </p><p></p><p></p><p></p><p>It's not so much specific spells as a fundamental change in magic. In 1st edition...you feared a fireball. A wizard dropping a fireball on his own party meant he was an idiot or things were "just that bad.' </p><p></p><p>In 3.x who cares about a fireball. 7d6 fireball? Hah, by the time you are tossing that around my fighter has 70 hit points and I'm going to save and take 14 points of damage. By all means, drop it on the party if you "have" too. </p><p></p><p>Or heck, drop it on the rogue who likely won't take any damage from it. </p><p></p><p>Now yes, there are metamagic feats to help you out. But in the end, the spells have roughly the same damage output as they had before, but the targets have more hit points, better saves and more often have SR. </p><p></p><p>Tons of people like this...I hold myself in reserve as one of the few that just don't like it.</p><p></p><p>However, 3.x also got a LOT of things right. The skill system alone makes it worthwhile to play this over 2nd edition. </p><p></p><p>*shrugs* YMMV</p></blockquote><p></p>
[QUOTE="Cedric, post: 3116646, member: 2044"] Yes, to be honest most of the people I know who like 3.5 like it just for reasons like this. Very few one shot kills, everyone can contribute on semi-equal footing, rules are clearly laid out with a minimal amount of ambiguity, you don't have to wonder if x can do y as it is usually stated as such if it can, etc., etc. But, I don't mind being a vocal minority. As a GM, I like deciding for myself if you can use Spell Y to accomplish goal X. In general, if you come up with a plausible reason that is not specifically duplicated by another spell or ability I would say yes. However, in 3.x (moreso 3.5) I am left with less and less ability to interpret this for myself as there is a "ruling" on it that people have a reasonable expectation you will stick with unless you have stated otherwise already (house ruled in advance, etc.). As a player, I loved those days when the light at the end of the tunnel was a flickering match in a stiff breeze and your whole group was almost done for...and you're staring at your character sheet in desperation when suddenly...you are hit with that idea that's like tossing gasoline and tinder on that flickering match. That epiphany which...if it works...will save your whole group, all because you used some spell in a manner other than it was originally intended. But, in 3.x that creativity is often squashed by a ruleset that eliminates the what-ifs and leaves me with a black and white set of capabilities. It's not so much specific spells as a fundamental change in magic. In 1st edition...you feared a fireball. A wizard dropping a fireball on his own party meant he was an idiot or things were "just that bad.' In 3.x who cares about a fireball. 7d6 fireball? Hah, by the time you are tossing that around my fighter has 70 hit points and I'm going to save and take 14 points of damage. By all means, drop it on the party if you "have" too. Or heck, drop it on the rogue who likely won't take any damage from it. Now yes, there are metamagic feats to help you out. But in the end, the spells have roughly the same damage output as they had before, but the targets have more hit points, better saves and more often have SR. Tons of people like this...I hold myself in reserve as one of the few that just don't like it. However, 3.x also got a LOT of things right. The skill system alone makes it worthwhile to play this over 2nd edition. *shrugs* YMMV [/QUOTE]
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Grease spell = grease fire?
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