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Need some help here. DM wackiness in action
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<blockquote data-quote="Jondor_Battlehammer" data-source="post: 272275" data-attributes="member: 5335"><p>Depends on who you have been camping with. I know some people who would be dead in an hour if the had to survive on their own. </p><p></p><p>I agree that the DM should have given some warning, especially if they had seen alchemists fire work before. In my campaign, the number of alchemical items the group ever used could be counted on one hand with fingers left over, and that was played over the course of two years. They just were not interested in them. </p><p></p><p>I like the way the idea was stated, that there is a difference between casting a spell, and knowing about spell. Take a sorcerer, who finds out when he is young that if he gets angry, he gets stronger, or that if something is rushing at him a barrier appears, or he dissapears to safety. How is he to know he can cast these spells on others unless he tries. How many movies did you see a bumbling apprentice who did not know all the nuances of his magic, did not know precisely what he was capable of, but could still cast. How many times have they summoned something that they did not properly anchor in a ward, and unleashed it on the world.</p><p></p><p>Granted that is a bit more in depth than D&D gets. The spell system really is more of a science. If you were going to do something like that, I would say that you would need only a number of ranks equal to 5 plus the spell level. So long as they kept up on their skills, there would be no problem, the rest would be experimentation. Of course that would be hard to do for anyone who has played a spellcaster to any degree before. It's hard to forget how magic missile works.</p></blockquote><p></p>
[QUOTE="Jondor_Battlehammer, post: 272275, member: 5335"] Depends on who you have been camping with. I know some people who would be dead in an hour if the had to survive on their own. I agree that the DM should have given some warning, especially if they had seen alchemists fire work before. In my campaign, the number of alchemical items the group ever used could be counted on one hand with fingers left over, and that was played over the course of two years. They just were not interested in them. I like the way the idea was stated, that there is a difference between casting a spell, and knowing about spell. Take a sorcerer, who finds out when he is young that if he gets angry, he gets stronger, or that if something is rushing at him a barrier appears, or he dissapears to safety. How is he to know he can cast these spells on others unless he tries. How many movies did you see a bumbling apprentice who did not know all the nuances of his magic, did not know precisely what he was capable of, but could still cast. How many times have they summoned something that they did not properly anchor in a ward, and unleashed it on the world. Granted that is a bit more in depth than D&D gets. The spell system really is more of a science. If you were going to do something like that, I would say that you would need only a number of ranks equal to 5 plus the spell level. So long as they kept up on their skills, there would be no problem, the rest would be experimentation. Of course that would be hard to do for anyone who has played a spellcaster to any degree before. It's hard to forget how magic missile works. [/QUOTE]
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