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Is it unbalancing to let arcane spellcasters cast in armor?
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<blockquote data-quote="I'm A Banana" data-source="post: 3192277" data-attributes="member: 2067"><p>Sometimes rogues need Fort saves. Sometimes monks need to overcome DR. Sometimes monsters have immunity to an energy. Sometimes Fighters could use Fireball. I don't think it's a good idea to give everyone what they might need. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> </p><p></p><p></p><p></p><p>That's one option. IMO, you kind of went a circuitous route if what you wanted was a battlefield teleporter.</p><p></p><p>You could have been a cleric with the Magic and Travel domains. Or you could have given yourself a high Wisdom and Dex and taken a level of Monk. Or you could pick up a <em>cape of the mountebank</em>. Or you could have developed new spells for fast teleporting at a distance for bards. Or a new invocation for Warlocks. Or you could have invested in a lot of Con and some HP-boosting feats and just taken the punches. Or you could suck up a one-in-twenty chance to occasionally misfire a spell with a low ASF%. Or you could take Still Spell (or one of the variant metamagic Still Spells so that it's not as harsh as two spell levels).</p><p></p><p>Like getting a Rogue with a good Fort save, it should take some work. Like getting a fighter who can cast 3rd level spells. It's an unusual character design, and such a niche is a small, small pigeonhole that is already addressed in a variety of ways (one of the best is a single feat that gets rid of all ASF% at the cost of a mere 2 spell levels, and not even that in many campaigns with variant metamagic). </p><p></p><p>So what could they do to address that problem? I think making some variant metamagic rules core would be the only step needed, and the simple solution is usually the best. </p><p></p><p></p><p></p><p>There *is* a feat like that, called Still Spell, which doesn't have a very hefy prereq and works in all armor. Though the spell level cost can be a lot, I'd definately be in favor of variant metamagic in general, so simply making it a 3x/day use, or requiring some readily available but expensive component.</p><p></p><p>Does that not do the trick for some reason?</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 3192277, member: 2067"] Sometimes rogues need Fort saves. Sometimes monks need to overcome DR. Sometimes monsters have immunity to an energy. Sometimes Fighters could use Fireball. I don't think it's a good idea to give everyone what they might need. ;) That's one option. IMO, you kind of went a circuitous route if what you wanted was a battlefield teleporter. You could have been a cleric with the Magic and Travel domains. Or you could have given yourself a high Wisdom and Dex and taken a level of Monk. Or you could pick up a [I]cape of the mountebank[/I]. Or you could have developed new spells for fast teleporting at a distance for bards. Or a new invocation for Warlocks. Or you could have invested in a lot of Con and some HP-boosting feats and just taken the punches. Or you could suck up a one-in-twenty chance to occasionally misfire a spell with a low ASF%. Or you could take Still Spell (or one of the variant metamagic Still Spells so that it's not as harsh as two spell levels). Like getting a Rogue with a good Fort save, it should take some work. Like getting a fighter who can cast 3rd level spells. It's an unusual character design, and such a niche is a small, small pigeonhole that is already addressed in a variety of ways (one of the best is a single feat that gets rid of all ASF% at the cost of a mere 2 spell levels, and not even that in many campaigns with variant metamagic). So what could they do to address that problem? I think making some variant metamagic rules core would be the only step needed, and the simple solution is usually the best. There *is* a feat like that, called Still Spell, which doesn't have a very hefy prereq and works in all armor. Though the spell level cost can be a lot, I'd definately be in favor of variant metamagic in general, so simply making it a 3x/day use, or requiring some readily available but expensive component. Does that not do the trick for some reason? [/QUOTE]
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Is it unbalancing to let arcane spellcasters cast in armor?
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