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How much would you pay for a Helm of Protection from Evil?
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<blockquote data-quote="Celebrim" data-source="post: 5465407" data-attributes="member: 4937"><p>No, protection from evil is rather fairly priced; it's just that your experience causes you to drastically underestimate the value of 'always on' compared to 'action activated' and 'one hour duration'.</p><p></p><p>From you description, I can tell you aren't even considering the main reasons why 'always on' is better than 'use activated'. You seem to think that the adventuring day is definable down to two hours or something. This strongly suggests a particular sort of kick the doors down style versus static foes in a dungeon that are waiting for the PC's to show up and who don't have a lot of organization beyond that. This is the Undermountain school of adventuring - hop down beneath the inn go kill something that's been waiting for you for centuries then return quickly to the complete safety of the surface. You mention debuffing. That's the least of your problems. You play style probably doesn't have alot of:</p><p></p><p>a) Mysteries or intrigues where the PC's have a hard time telling friends from foes, and combats tend to be unexpected and the first sign that you may be under attack is that the DM asked for a saving throw and barbarian is suddenly acting strangely.</p><p>b) Long travel times.</p><p>c) Villains who are proactive, who move and scout, and who will track, scry, waylay and send minions after the PC's at every opportunity. </p><p>d) Villains who never stand and fight but view their lairs as something to delay and distract the PC's with while they make a clean get away out the back door, or who have no fixed abode at all and must be hunted or chased down, or who deliberately wait out the adventuring day before counterattacking when the party is probably getting ready for bed. </p><p>e) Villains who actively pursue the PC's when the PC's decide to retreat for the day.</p><p>f) Villains who cunningly lure the PC's into attacking illusions and/or charmed and/or summoned minions in the hopes of luring the PC's into 'going nova' early in the 'adventuring day' so that they may counterattack after the PC's have used their big spells/dailies/potions/wand charges whatever. Or villains which view the whole initial purpose of combat as dragging it out past a few hours of time so that the PC's buffs will run out of duration.</p><p>g) Wandering monsters.</p><p>h) Outer planar travel or other scenarios where you are constantly in a hostile situation.</p><p></p><p>Keep in mind I priced 'casting protection from evil a few times a day' as being 1/66th as valuable as 'having protection from evil on you at all times'. I also consider the horn of goodness to be pretty much fairly priced, but it's nothing compared to the security of an always on 'Protection from Evil'.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 5465407, member: 4937"] No, protection from evil is rather fairly priced; it's just that your experience causes you to drastically underestimate the value of 'always on' compared to 'action activated' and 'one hour duration'. From you description, I can tell you aren't even considering the main reasons why 'always on' is better than 'use activated'. You seem to think that the adventuring day is definable down to two hours or something. This strongly suggests a particular sort of kick the doors down style versus static foes in a dungeon that are waiting for the PC's to show up and who don't have a lot of organization beyond that. This is the Undermountain school of adventuring - hop down beneath the inn go kill something that's been waiting for you for centuries then return quickly to the complete safety of the surface. You mention debuffing. That's the least of your problems. You play style probably doesn't have alot of: a) Mysteries or intrigues where the PC's have a hard time telling friends from foes, and combats tend to be unexpected and the first sign that you may be under attack is that the DM asked for a saving throw and barbarian is suddenly acting strangely. b) Long travel times. c) Villains who are proactive, who move and scout, and who will track, scry, waylay and send minions after the PC's at every opportunity. d) Villains who never stand and fight but view their lairs as something to delay and distract the PC's with while they make a clean get away out the back door, or who have no fixed abode at all and must be hunted or chased down, or who deliberately wait out the adventuring day before counterattacking when the party is probably getting ready for bed. e) Villains who actively pursue the PC's when the PC's decide to retreat for the day. f) Villains who cunningly lure the PC's into attacking illusions and/or charmed and/or summoned minions in the hopes of luring the PC's into 'going nova' early in the 'adventuring day' so that they may counterattack after the PC's have used their big spells/dailies/potions/wand charges whatever. Or villains which view the whole initial purpose of combat as dragging it out past a few hours of time so that the PC's buffs will run out of duration. g) Wandering monsters. h) Outer planar travel or other scenarios where you are constantly in a hostile situation. Keep in mind I priced 'casting protection from evil a few times a day' as being 1/66th as valuable as 'having protection from evil on you at all times'. I also consider the horn of goodness to be pretty much fairly priced, but it's nothing compared to the security of an always on 'Protection from Evil'. [/QUOTE]
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How much would you pay for a Helm of Protection from Evil?
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