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It's a Wand! It's a Crossbow Bolt! It's a Floor Wax!
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<blockquote data-quote="Spatzimaus" data-source="post: 2643687" data-attributes="member: 3051"><p>There are two possible outcomes.</p><p>1> He wins the big jackpot, and becomes a millionaire while you're still struggling to pay the bills.</p><p>2> He doesn't win the jackpot, and loses about half the money he's invested (state lotteries pay out 40-60%), but it doesn't actually impact his lifestyle until he starts gambling money that should have been going to essentials.</p><p>In situation 1, he clearly wins. In situation 2, it's a marginal enough difference as to be irrelevant. $370 over several years is nothing; most hobbies cost far more than that. So while in theory you come out ahead, in practice it's a tie (especially if he enjoys the gambling aspect, making it like any other hobby where you lose money).</p><p></p><p>Anyway, to your wand-related points:</p><p></p><p></p><p>Be careful on this. "Gone soon" can mean completely different things depending on which wand you're talking about. Some spells, like <em>cure light wounds</em>, might be used often, but it's only "throwing money away" if you use those entirely in place of adequate healing, instead of treating them as a supplement for when spells are scarce. In my last campaign, each member of the party bought one of these for the healers to borrow in emergencies (after all, people carry healing potions, right?), plus we had wands of <em>detect magic</em> and such so that people didn't need to fill every single slot with the same spell.</p><p></p><p>Other spells you only really need once in a blue moon; will you ever use all 50 charges in a wand of <em>knock</em>? But then there are those spells where you might not need them that often, but when you do, you need several charges, like <em>invisibility</em>. How many times have you ever memorized multiple <em>invisibility</em> spells without knowing you were going to need them? Never.</p></blockquote><p></p>
[QUOTE="Spatzimaus, post: 2643687, member: 3051"] There are two possible outcomes. 1> He wins the big jackpot, and becomes a millionaire while you're still struggling to pay the bills. 2> He doesn't win the jackpot, and loses about half the money he's invested (state lotteries pay out 40-60%), but it doesn't actually impact his lifestyle until he starts gambling money that should have been going to essentials. In situation 1, he clearly wins. In situation 2, it's a marginal enough difference as to be irrelevant. $370 over several years is nothing; most hobbies cost far more than that. So while in theory you come out ahead, in practice it's a tie (especially if he enjoys the gambling aspect, making it like any other hobby where you lose money). Anyway, to your wand-related points: Be careful on this. "Gone soon" can mean completely different things depending on which wand you're talking about. Some spells, like [i]cure light wounds[/i], might be used often, but it's only "throwing money away" if you use those entirely in place of adequate healing, instead of treating them as a supplement for when spells are scarce. In my last campaign, each member of the party bought one of these for the healers to borrow in emergencies (after all, people carry healing potions, right?), plus we had wands of [i]detect magic[/i] and such so that people didn't need to fill every single slot with the same spell. Other spells you only really need once in a blue moon; will you ever use all 50 charges in a wand of [i]knock[/i]? But then there are those spells where you might not need them that often, but when you do, you need several charges, like [i]invisibility[/i]. How many times have you ever memorized multiple [i]invisibility[/i] spells without knowing you were going to need them? Never. [/QUOTE]
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It's a Wand! It's a Crossbow Bolt! It's a Floor Wax!
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