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Help balancing a spell
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<blockquote data-quote="BlivetWidget" data-source="post: 7846542" data-attributes="member: 6912801"><p>It certainly would, I just have an aversion to recurring costs. Not a fan of costly components of any sort, really, but I felt like I couldn't really avoid it with this one - I just did my best to guess a number that I thought people might feel was fair. I'm going to try to not go off the rails too far on this sidebar, but:</p><p></p><p>I feel like a recurring cost for character features (including spells) is a bit of a design cop-out. It takes the onus of balance away from the game designers and puts it onto the DM's already-full plate. There's an argument to be made that it gives the DM more control over their game, and I can agree with that to an extent, but it also puts the player into a position of "mother, may I?" to even use their character's features. I mean, let's say a character took the Stone Skin spell. Then the characters have to go off into the wilderness and there's no more diamond dust to be had. Or some crazy plot stuff happens and suddenly it's a low-income campaign. Either way, the spell is useless to the player at that point - and they had passed over some a great spell like Polymorph, Greater Invisibility, Resilient Sphere, etc. to get it.</p><p></p><p>I don't play Adventurers League, but I've seen comments that this is a fairly serious issue for wizards in AL. The wizard class, IMHO, is built around the spellbook, especially being able to expand the spellbook outside of level progression. Unfortunately (again, IMHO), this is an expensive process. But AL is now focused on tight control of player gold. Levels 1-4, characters are allowed to earn 10-20 gp per hour... to an absolute <em>maximum </em>of 80 gp per level. So as they step into level 5, the maximum possible money they can have is 320 gp. 320 gp (which again, is the maximum they can receive, not necessarily what they can expect) is nothing for a wizard. A level 3 spell costs 150 gp just to put into the spellbook, to say nothing of the cost of acquiring it. And if that level 3 spell was something like Magic Circle, it costs 100 gp every time you want to cast it. Yeesh! If the designers thought the spell would break the game at that level without active DM intervention, maybe it should have just been a higher-level spell.</p><p></p><p>End of rant...</p></blockquote><p></p>
[QUOTE="BlivetWidget, post: 7846542, member: 6912801"] It certainly would, I just have an aversion to recurring costs. Not a fan of costly components of any sort, really, but I felt like I couldn't really avoid it with this one - I just did my best to guess a number that I thought people might feel was fair. I'm going to try to not go off the rails too far on this sidebar, but: I feel like a recurring cost for character features (including spells) is a bit of a design cop-out. It takes the onus of balance away from the game designers and puts it onto the DM's already-full plate. There's an argument to be made that it gives the DM more control over their game, and I can agree with that to an extent, but it also puts the player into a position of "mother, may I?" to even use their character's features. I mean, let's say a character took the Stone Skin spell. Then the characters have to go off into the wilderness and there's no more diamond dust to be had. Or some crazy plot stuff happens and suddenly it's a low-income campaign. Either way, the spell is useless to the player at that point - and they had passed over some a great spell like Polymorph, Greater Invisibility, Resilient Sphere, etc. to get it. I don't play Adventurers League, but I've seen comments that this is a fairly serious issue for wizards in AL. The wizard class, IMHO, is built around the spellbook, especially being able to expand the spellbook outside of level progression. Unfortunately (again, IMHO), this is an expensive process. But AL is now focused on tight control of player gold. Levels 1-4, characters are allowed to earn 10-20 gp per hour... to an absolute [I]maximum [/I]of 80 gp per level. So as they step into level 5, the maximum possible money they can have is 320 gp. 320 gp (which again, is the maximum they can receive, not necessarily what they can expect) is nothing for a wizard. A level 3 spell costs 150 gp just to put into the spellbook, to say nothing of the cost of acquiring it. And if that level 3 spell was something like Magic Circle, it costs 100 gp every time you want to cast it. Yeesh! If the designers thought the spell would break the game at that level without active DM intervention, maybe it should have just been a higher-level spell. End of rant... [/QUOTE]
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