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Is Simulacrum subject to abuse?
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<blockquote data-quote="TheGogmagog" data-source="post: 2681741" data-attributes="member: 27702"><p>Darn you, I just told my DM last night I didn't know of any Simulacrum abuse threads.</p><p></p><p>Here are the balance factors.</p><p>1) The material component is a piece of whatever you want to create. The odds of encountering something twice your level AND getting a piece of it should be slim. However, there are spells with material components of things like displacer hide or a dragon scale, so there would be ways around this, with a lax DM.</p><p></p><p>2) With most targets you will have acess to or be able to conquer they will be within 5 of your level, meaning a resulting creature of about 1/2 to 3/4 of your level. This should be within lines of summon monster, and less than Gate. The duration is permanant, but the creature won't advance.</p><p></p><p>3) You need a target with level, or that has been advanced to double its base. What abilities does a 12 HD solar have? Break out the OPTIONAL rules for advancing monsters from 1 HD, from suppliments they don't have. Odds are a headache for DM means unhappy player.</p><p></p><p>4) The Illusion is not practically repaired. So it's most likely going to be around until it takes x amount of damage. With the up front exp and gp cost, that tends to tone down the abuse factor. Once again there is a concievable way around this, a creature with fast healing, regeneration or that heals when exposed to X element. I'm prety sure those wouldnt work. If the creature doesnt heal naturally, it will notheal faster.</p><p></p><p>5) Any issues with unlimited spell ablilities will have the same problem from the summoning/calling spells. I have a house rule solution on spells and Item creation that require exp. When this exp cost is cheated, it results in a 'mishap' or cursed item. So if you force a controlled creature to cast a spell with and exp component, even if the effect doesn't cost them exp due to spell like ability, it's subject to an unpleasant ending.</p></blockquote><p></p>
[QUOTE="TheGogmagog, post: 2681741, member: 27702"] Darn you, I just told my DM last night I didn't know of any Simulacrum abuse threads. Here are the balance factors. 1) The material component is a piece of whatever you want to create. The odds of encountering something twice your level AND getting a piece of it should be slim. However, there are spells with material components of things like displacer hide or a dragon scale, so there would be ways around this, with a lax DM. 2) With most targets you will have acess to or be able to conquer they will be within 5 of your level, meaning a resulting creature of about 1/2 to 3/4 of your level. This should be within lines of summon monster, and less than Gate. The duration is permanant, but the creature won't advance. 3) You need a target with level, or that has been advanced to double its base. What abilities does a 12 HD solar have? Break out the OPTIONAL rules for advancing monsters from 1 HD, from suppliments they don't have. Odds are a headache for DM means unhappy player. 4) The Illusion is not practically repaired. So it's most likely going to be around until it takes x amount of damage. With the up front exp and gp cost, that tends to tone down the abuse factor. Once again there is a concievable way around this, a creature with fast healing, regeneration or that heals when exposed to X element. I'm prety sure those wouldnt work. If the creature doesnt heal naturally, it will notheal faster. 5) Any issues with unlimited spell ablilities will have the same problem from the summoning/calling spells. I have a house rule solution on spells and Item creation that require exp. When this exp cost is cheated, it results in a 'mishap' or cursed item. So if you force a controlled creature to cast a spell with and exp component, even if the effect doesn't cost them exp due to spell like ability, it's subject to an unpleasant ending. [/QUOTE]
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