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Overpowered/Underpowered Spells?
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<blockquote data-quote="Kalendraf" data-source="post: 1579676" data-attributes="member: 3433"><p>The greyhawk game is a once a month campaign. There are usually a few combats each session, though they might be spread across hours or days of gametime. Typically, the characters use the buff spells for the big fights where they are most needed. There are 3 spellcasters (cleric, bard, sorcerer). Of those, the bard has 1 buff spell (cat' grace) which sometimes get put on herself or the rogue. The cleric usually memorizes some bull's strength or bear's endurance for various characters.</p><p></p><p></p><p></p><p>That kind of charting totally reaks of min/max power-gaming. If that's your style, so be it. This group isn't into that. Sure they may not be the most effecient with their items list for their cash, but they are a lot more unique and interesting due to their choices.</p><p></p><p></p><p></p><p>I run a mix of published adventures alongside my own material. Many of their foes are humanoids or giants w/o much magic, but they do find some +1 weapons and armor and quite a bit of gold and gems. The headbands of intellect were loot from/near a wizard's tower. It's mostly been up to the characters to spend their wealth on their items, and they just haven't seen the need to buy stat boost items.</p><p></p><p>The problem seems to be one of perspective. Some players are always going to look things to optimize effeciency, opting to own the most powerful item setup they can obtain at each price point. Fortunately, I don't have those kinds of players. There's no rule that says characters need to have a stat boost item at any certain level, and nothing that says the DM has to hand those specific items out either. And these characters are successful, so there's certainly evidence that such items are not necessary for success.</p><p></p><p>These characters just treat the buff spells like any other situational spells, and they are still effective.</p><p></p><p>While I'm at it, though it's getting a bit off-topic here, this is my take on "fixing" stat item pricing:</p><p></p><p>From reverse engineering the cost of stat items using the formulas in the DMG, stat boost items are underpriced at 1000 x bonus squared to be equivalent to other 2nd level spells. For example, making cat's grace permanent, providing +4 to dex, the cost would be 3 (min cl) x 2 (spell lvl) x 2000 (continuous) x 2 (adjustment for 1 min/level) = 24K. Solve for a bonus squared x cost formula and it comes out to 1500 x bonus squared. Personally, I think that's about right for the stat boost items. If you use that price instead, your calculations from above turn out to be much closer as well:</p><p></p><p>A +2 sword costs 8.5k</p><p>A +1 weapon and +2Str costs 8.5k</p><p></p><p>A +3 sword costs 18.5k </p><p>A +2 weapon and +2str costs 15.5k</p><p></p><p>A +4 weapon costs 32.5k</p><p>A +2 weapon and +4 str costs 32.5k</p><p>A +3 weapon and +2 str costs 25.5k</p><p></p><p>I've read several articles that seem to indicate the 3e and even the newer 3.5 item pricing is largely hogwash. They never updated a lot things they should have in that section of the book. This 1500 x bonus squared pricing makes sense to keep stat boost items in line with other spells made permanent. I've implemented this pricing (along with other changes to magic items) in my other campaign that has the more limited magic. So far it seems to be balanced from what I've seen.</p></blockquote><p></p>
[QUOTE="Kalendraf, post: 1579676, member: 3433"] The greyhawk game is a once a month campaign. There are usually a few combats each session, though they might be spread across hours or days of gametime. Typically, the characters use the buff spells for the big fights where they are most needed. There are 3 spellcasters (cleric, bard, sorcerer). Of those, the bard has 1 buff spell (cat' grace) which sometimes get put on herself or the rogue. The cleric usually memorizes some bull's strength or bear's endurance for various characters. That kind of charting totally reaks of min/max power-gaming. If that's your style, so be it. This group isn't into that. Sure they may not be the most effecient with their items list for their cash, but they are a lot more unique and interesting due to their choices. I run a mix of published adventures alongside my own material. Many of their foes are humanoids or giants w/o much magic, but they do find some +1 weapons and armor and quite a bit of gold and gems. The headbands of intellect were loot from/near a wizard's tower. It's mostly been up to the characters to spend their wealth on their items, and they just haven't seen the need to buy stat boost items. The problem seems to be one of perspective. Some players are always going to look things to optimize effeciency, opting to own the most powerful item setup they can obtain at each price point. Fortunately, I don't have those kinds of players. There's no rule that says characters need to have a stat boost item at any certain level, and nothing that says the DM has to hand those specific items out either. And these characters are successful, so there's certainly evidence that such items are not necessary for success. These characters just treat the buff spells like any other situational spells, and they are still effective. While I'm at it, though it's getting a bit off-topic here, this is my take on "fixing" stat item pricing: From reverse engineering the cost of stat items using the formulas in the DMG, stat boost items are underpriced at 1000 x bonus squared to be equivalent to other 2nd level spells. For example, making cat's grace permanent, providing +4 to dex, the cost would be 3 (min cl) x 2 (spell lvl) x 2000 (continuous) x 2 (adjustment for 1 min/level) = 24K. Solve for a bonus squared x cost formula and it comes out to 1500 x bonus squared. Personally, I think that's about right for the stat boost items. If you use that price instead, your calculations from above turn out to be much closer as well: A +2 sword costs 8.5k A +1 weapon and +2Str costs 8.5k A +3 sword costs 18.5k A +2 weapon and +2str costs 15.5k A +4 weapon costs 32.5k A +2 weapon and +4 str costs 32.5k A +3 weapon and +2 str costs 25.5k I've read several articles that seem to indicate the 3e and even the newer 3.5 item pricing is largely hogwash. They never updated a lot things they should have in that section of the book. This 1500 x bonus squared pricing makes sense to keep stat boost items in line with other spells made permanent. I've implemented this pricing (along with other changes to magic items) in my other campaign that has the more limited magic. So far it seems to be balanced from what I've seen. [/QUOTE]
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