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Narrative Space Options for non-spellcasters
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<blockquote data-quote="N'raac" data-source="post: 6149663" data-attributes="member: 6681948"><p>Actually, I'd suggest it means a roll for initiative to see how many enemies have an opportunity to get past the exit before you cast your Wall of Stone.</p><p></p><p></p><p></p><p>This is a clear issue with skill DC's. To my mind, a L1 character who has made the maximum investment in ranks of a class skill carying a pole should be capable o Taking 10 to walk a tightrope successfully. Even with average INT, a character with even a moderate skill focus should also have suficient resources to be similarly skilled in at least a couple of other areas. So, for me, that means a 10 INT character with 4 skill points per level should require 1 rank to tightrope walk. In Pathfinder, that rank (+1) plus a class skill (+3) plus that balancing pole (+2 for perfect equipment) can Take 10 for a 16. So DC 15 it is.</p><p></p><p></p><p></p><p>I like that Disguise ability being a Feat with a prerequisite of, say, 4 or 5 ranks in Disguise. I'd also like that Feat to be available as a Pathfinder Rogue Trick, or simply a group of bonus feats made available to Rogues like combat feats are available to fighters (ie every other level).</p><p></p><p></p><p></p><p>1e/2e were pretty quiet about wizards gaining spells. Most groups I gamed with provided a few spells at each new spell level. SoS (anything allowing a save) had declining reliability as levels increased, for sure a major change in the move to 3e. But then wizards in 1e/2e did not get bonus spells for high INT.</p><p></p><p></p><p></p><p>Items are still half price, but it definitely makes item creation a "nice to have" more than a "clear choice". Which is what any feat should be.</p><p></p><p></p><p></p><p>We progress slower with one encounter per day than with three or four.</p><p></p><p></p><p></p><p>Provided we can teleport directly to the hostage takers, rather than needing to move through the area to get to them. And how considerate of you to arrive in a tight group, all holding hands, with the wizard in the center (well, part of the chain, anyway). Very handy for those enemy Fireballs and Lightning Bolts. Why dont the hostage takers use the commoditization of magic items to have an anti-teleport device?</p><p></p><p></p><p></p><p>They need to prepare the area you will pass through next. Or they need to pack up and leave in the 23.75 hours you aren't around. Or they need to scry & fry you in your nice warm beds. If their home base isn't defended against that, how is it possible that yours is.</p><p></p><p></p><p></p><p>I think that's about right. Spells 2 levels lower than my max level definitely are scoured for long-term benefit and/or utility spells. But then, at L13 I can get that nifty Teleport Without Error...</p><p></p><p></p><p></p><p>Provided home base is within the Teleport range (which should commonly be the case, at least somewhere close enough - hence I used those odds in my example). And provided no one trashes it to the point it is now "an otherwise familiar location that no longer exists as such or has been so completely altered as to no longer be familiar to you". That's a nasty trick for a group heavily reliant on teleportation. And, if you are famous adventurers, the aproximate location of your home base should not be all that tough to ferret out.</p><p></p><p></p><p></p><p></p><p></p><p>How, exactly, are you scrying? The Scry spell has some pretty specific rules. To me, the fact that scrying to study for at least an hour is mentioned specifically means scrying is not the same as "can currenty see it".</p><p></p><p></p><p></p><p>Which is money (and time if you scribe them) not used for other tools.</p><p></p><p></p><p></p><p>So why do the enemies the PC's rack up not have the good sense to hire spellcasters. If magic items are a commodity, there must be plenty around.</p></blockquote><p></p>
[QUOTE="N'raac, post: 6149663, member: 6681948"] Actually, I'd suggest it means a roll for initiative to see how many enemies have an opportunity to get past the exit before you cast your Wall of Stone. This is a clear issue with skill DC's. To my mind, a L1 character who has made the maximum investment in ranks of a class skill carying a pole should be capable o Taking 10 to walk a tightrope successfully. Even with average INT, a character with even a moderate skill focus should also have suficient resources to be similarly skilled in at least a couple of other areas. So, for me, that means a 10 INT character with 4 skill points per level should require 1 rank to tightrope walk. In Pathfinder, that rank (+1) plus a class skill (+3) plus that balancing pole (+2 for perfect equipment) can Take 10 for a 16. So DC 15 it is. I like that Disguise ability being a Feat with a prerequisite of, say, 4 or 5 ranks in Disguise. I'd also like that Feat to be available as a Pathfinder Rogue Trick, or simply a group of bonus feats made available to Rogues like combat feats are available to fighters (ie every other level). 1e/2e were pretty quiet about wizards gaining spells. Most groups I gamed with provided a few spells at each new spell level. SoS (anything allowing a save) had declining reliability as levels increased, for sure a major change in the move to 3e. But then wizards in 1e/2e did not get bonus spells for high INT. Items are still half price, but it definitely makes item creation a "nice to have" more than a "clear choice". Which is what any feat should be. We progress slower with one encounter per day than with three or four. Provided we can teleport directly to the hostage takers, rather than needing to move through the area to get to them. And how considerate of you to arrive in a tight group, all holding hands, with the wizard in the center (well, part of the chain, anyway). Very handy for those enemy Fireballs and Lightning Bolts. Why dont the hostage takers use the commoditization of magic items to have an anti-teleport device? They need to prepare the area you will pass through next. Or they need to pack up and leave in the 23.75 hours you aren't around. Or they need to scry & fry you in your nice warm beds. If their home base isn't defended against that, how is it possible that yours is. I think that's about right. Spells 2 levels lower than my max level definitely are scoured for long-term benefit and/or utility spells. But then, at L13 I can get that nifty Teleport Without Error... Provided home base is within the Teleport range (which should commonly be the case, at least somewhere close enough - hence I used those odds in my example). And provided no one trashes it to the point it is now "an otherwise familiar location that no longer exists as such or has been so completely altered as to no longer be familiar to you". That's a nasty trick for a group heavily reliant on teleportation. And, if you are famous adventurers, the aproximate location of your home base should not be all that tough to ferret out. How, exactly, are you scrying? The Scry spell has some pretty specific rules. To me, the fact that scrying to study for at least an hour is mentioned specifically means scrying is not the same as "can currenty see it". Which is money (and time if you scribe them) not used for other tools. So why do the enemies the PC's rack up not have the good sense to hire spellcasters. If magic items are a commodity, there must be plenty around. [/QUOTE]
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