A GM I had once told someone that he had no hesitation in letting my superhero character choose time-travel powers, because he knew I would never "abuse" it -- the way, for instance, he himself would since he was so familiar with game rules. Maybe I'm just an ingrate, but I felt insulted; he seemed to think that I wasn't smart or clever enough to find all the possible advantages to the ability.
Personally, I don't believe in "abuse". If the game rule allows you more power than the writers intended, it is their fault for writing it that way, and perhaps the GM's fault for not making a house rule to balance it better. The player has no responsibility to maintain play balance.
Okay, I'm not a complete munchkin. If the GM tells me, reasonably and politely, that what I'm doing will damage the game, then I'll consider that a house rule and back off.
That said, I'm tired of being good. What are the most impressive and awful spells I can put into a 5-level Ring of Spell Storing?
The character is a Ranger-7, Cleric-1, Fist of Raziel-6. She's a front-line fighter with the ranger's Archery style, a Mighty Bow, and highly enhanced STR. Her upcoming adventure will involve fighting dragons, which is good because that's her favored enemy, and she has one of those arrows that becomes a Bane weapon (vs Dragons in this case) and that returns to her to be used again. The Fist of Raziel powers mainly involve Holy Smite and making her (melee) weapons Good-aligned.
I'm tempted to put five True Strikes in the ring, but when you consider that I have to spend one round casting and the next round attacking, that may not be efficient. I could put in a single Quickened True Strike, but I'd hate to spend every round thinking "Is THIS the best time to use it?"
I really like the idea of "Personal" spells that someone of my level and class couldn't normally cast. And since I have that Bane arrow, I expect to have the dragon's full attention after the first round.
What else could go into the ring?
Shawn
Personally, I don't believe in "abuse". If the game rule allows you more power than the writers intended, it is their fault for writing it that way, and perhaps the GM's fault for not making a house rule to balance it better. The player has no responsibility to maintain play balance.
Okay, I'm not a complete munchkin. If the GM tells me, reasonably and politely, that what I'm doing will damage the game, then I'll consider that a house rule and back off.
That said, I'm tired of being good. What are the most impressive and awful spells I can put into a 5-level Ring of Spell Storing?
The character is a Ranger-7, Cleric-1, Fist of Raziel-6. She's a front-line fighter with the ranger's Archery style, a Mighty Bow, and highly enhanced STR. Her upcoming adventure will involve fighting dragons, which is good because that's her favored enemy, and she has one of those arrows that becomes a Bane weapon (vs Dragons in this case) and that returns to her to be used again. The Fist of Raziel powers mainly involve Holy Smite and making her (melee) weapons Good-aligned.
I'm tempted to put five True Strikes in the ring, but when you consider that I have to spend one round casting and the next round attacking, that may not be efficient. I could put in a single Quickened True Strike, but I'd hate to spend every round thinking "Is THIS the best time to use it?"
I really like the idea of "Personal" spells that someone of my level and class couldn't normally cast. And since I have that Bane arrow, I expect to have the dragon's full attention after the first round.
What else could go into the ring?
Shawn