scholz said:
The point I was trying to make was asking what Stat Buffs do for the game?
What is there point. If they are necessary for the balancing of Challange Ratings then that system seems silly. Why not simply give everyone more stat boosts or higher initial stats, or lower the power of the monsters. The numbers are just numbers.
Stat boosting items could be substituted for by granting more stat increases (a la Conan)--though that would decrease the flexibility of the system; ATM it's possible for a character to have no stat boosting items but better armor, better amulets of natural armor, etc. In order to keep the same balance in a game where stats automatically increase, there would have to be less treasure and consequently less flexibility in other items. (Note that this will also have a minor effect on the kinds of items used as well. If a 10 dex will stay 10 unless you buy magic gloves, fullplate is more attractive than it is if your 10 dex becomes a 14 no matter what you do. Auto-increasing stats across the board will make all feat chains more available and will create a minor incentive against the use of heavy armors). Increasing initial stats, however, will not accomplish the same goal. Increasing initial stats runs into several problems. First, stat boosts aren't available from level one so the low level characters of an increased stat campaign are dramatically superior to those of a non-increased stat campaign. Second, since initial stats cap at 18 or 20 and, depending upon the campaign will generally start at at least 15 in the primary stats, you can boost initial stats all you want but the 20th level fighter will have the same strength as he would have had if he had gauntlets of ogre power--and will be significantly weaker than he'd be with a +6 belt of strength. This is doubly true for characters that might have started with a 17 or 18 anyway. Their initial stats can't be increased so essentially buff items on their primary stat are being removed and not replaced. Third, increasing initial stats will make characters more similar. If every fighter has to start with an 18 strength and 18 constitution to be balanced in a world with standard D&D monsters but without standard D&D items, then every fighter WILL start with an 18 strength and an 18 constitution. And they will all look a good deal more similar than they would in a world where starting with less than maximum stats won't mean that they are weak later on.
I like the idea of a cleric or wizard casting a spell to help the party overcome a specific problem.
ex. The fighter must wrestle the ogre chief to gain passage across its land. The Wizard casts Bull Strength on the fighter.
ex. The party is trapped behind a heavy iron Portcullis. The Cleric casts Bull's Strength on the strongest person to lift the gate.
ex. The party must cross an unstable rope bridge across a windy chasm, the Cleric casts Mass Cat's Grace on the party to help them make it across.
ex. The thief is unable to understand the complex code of the bandit's map. The cleric casts a Fox's Cunning on the thief to aid his deciphering.
This seems hopelessly unrealistic to me. The spells are far too weak to be truly useful even in these situations and the situations are too few and too far apart to be worth prepping the spells for.
Fighter wrestling the ogre? Cast Enlarge Person. More effective, lower level, and more generally useful.
Trapped behind the portcullis? Cast Levitate or Enlarge Person again. More effective, and more useful.
Crossing an unstable rope bridge? Cast Airwalk and carry the party across or summon a celestial owl to ferry people across. And it's two levels lower.
Unable to understand the code? Well you might need Fox's Cunning for that but how often do coded messages come up in game? Certainly not often enough that you'd prepare Fox's Cunning on the off chance that you'll need it.
Those things sound cool to me. But... if we simply are adding points to add points. What is the point? If it is assumed that this must happen every combat, or every day, then it seems just a way of weakening the spell casters, or using up a party's gold.
Nonsense. The thing about stat-buffing items is that they are not just adding points to add points. Since the stats of lower CR monsters don't go up when Thorgal the warrior straps on his belt of strength +6, it enables the high level Thorgal to do things that the lower level Thorgal couldn't do--like arm wrestle a troll and win. That it also enables him to hurt the ancient red dragon is a part of the exponential power curve of D&D. Perhaps more to the point, stat buffing items also emphasize the difference between the classes. Maybe you expect the fighter to have a belt of strength +6 by 14th level. But you don't expect the cleric to have one then. Nor do you expect the rogue to have one. Without stat buffs, the difference between a melee cleric's or a melee rogue's unbuffed strength and the melee fighter's is usually 5-8 points. With belts of strength, the difference is more typically 11-14 points. (Which helps keep the fighter a viable melee combatant vis a vis the melee cleric since with Divine Power and Righteous Might, a cleric can easily buff his strength by 14 points. If the cleric needs to spend two buffing rounds to draw even with the fighter and still doesn't have the same number of feats, etc then fighters clearly have their place. If a single round of buffing enables the cleric to pull dramatically ahead of the fighter in capability then the fighter is going to watch the cleric crowd him out of his role in the party).
Similarly, the difference between the rogue and the cleric's dex is likely to be 14-18 points with stat buff items instead of hanging around 5-8 points.
Eliminating statbuffing items in favor of universal increases like Conan's +1 to every stat every x levels or higher starting stats will tend to flatten the differences between the classes. (Higher starting stats would be especially bad in this regard because that would enable melee clerics, etc. to start with strengths more similar to the fighters without sacrificing their wisdom)
I think this was their point of nerfing the spells, if a spell must be cast every day, then something is wrong with it.
There are a lot of spells that are designed to be cast every day. Moment of Prescience, for instance, is most effective if cast every day. Similarly, Mind Blank is designed to be constantly active. Detect Scrying and False Vision are the same. (At least immunity to scrying and divinations isn't very useful if it's not active when someone tries to scry on you it's completely worthless. And since you don't know when people will try to scry on you, it needs to be active all the time).
In a different vein, nobody complains if the cleric casts bless, prayer, or cure light wounds every day or if the wizard casts magic missile, fireball, and disintegrate every day. These are no less regular, commonplace tactics than 3.0 buffing was.
It seems to me like some people just have a problem with buffing being a regular tactic--not with spells being cast every day. If anyone had a problem with that, the first thing they should do is eliminate the sorceror and let wizards put more spells/level in their spellbook.
THe occasional buff is interesting and part of the genre. The assumption that everyone will have the essential buffs seems pointless to me.
Strange. One of the things I liked about 3.0 was that a wizard who used his spells to enhance his companions rather than to directly destroy his enemies was a viable concept. It was never assumed that everyone would have all of the essential buffs all of the time (and it was never the case that those buffs would be the same for every character either. You didn't cast Bull's Strength on the wizard or Cat's Grace on the cleric). What was assumed was that a party would either have buffs active when they knew they would face combat (at low-mid levels; not until high levels could they be active all day) OR that they would have a lot of magical firepower to throw at their foes.