Elder-Basilisk said:
Actually, they still do. All spellcasters have spells per day not per 8 hour rest period. Consequently, spellcasters who want to have all day stat buffs have to either:
1. Prepare and cast such extended buffs at the beginning of the day. This prevents the slots from being available for other purposes that day.
2. Cast such extended buffs at the end of the day just before resting. This enables a character to potentially have the buffs AND a full spell preparation the next day. However, in order for wizards to do so they have to either know when the "next day" is in advance (fairly rare IME) or leave a high level slot empty for either preparing an extended buff if it isn't "the next day" or a full spell loadout when the wizard finds out that it is "the next day."
Sorcerors don't have to pay the opportunity cost in open slots to pull the trick off but wizards do and always will have to pay a significant opportunity cost in high level slots if they want to have multiply empowered extended buffs.
You'll note that I addressed this. My point is that unless you're on a multi-day quest (and parties that are high enough level to use all-day buffs are almost
never in this position, since they can teleport), the night-before preparation isn't really an issue. My experience is quite the opposite of yours, I guess; high-level PCs have sufficient access to scrying, teleportation, and secure lairs that they pretty much always have the "initiative." In fact, most high-level adventures IME assume that PCs will do their level best to gain the initiative, because failure to do so generally leads to higher casualties.
This is a common house rule but the mental stat buffs that appear in Tome and Blood all specifically state that they Do Not grant extra spell slots. If a house rule makes spells broken, it might be a good idea to change the house rule before changing the core rules.
My bad. Unfortunately,
eagle's splendor (FRCS), the only buff spell to which I have access, contains no such provisions. WotC might have done well to harmonize the spell descriptions.
This assumes that the PCs have the initiative and are engaged in a relatively stable and long-term quest. If the PCs are investigating adventures as they come to them on a short-term basis or are engaged in a long-term quest in which the initiative is not solely theirs but they need to engage for multiple consecutive big days, they cannot get around the need to spend multiple 8th or 9th level slots to have always on (or almost always on) triple empowered stat buffs.
You're only right on the second point, AFAICT. If the PCs are "investigating adventures as they come to them," they can buff the night before they investigate. If they just wander the wilderness looking for things to do... well, that's not really a comfortable life for a bunch of 12th-level characters, is it?
You are clearly misinterpreting the argument. The argument is that the 20th level fighter relying upon a triple empowered extended bull's strength for his average +6 strength is more vulnerable to dispel magic than the 20th level fighter who spent a tiny fraction of his wealth on a +6 belt of giant strength. IMO, by the time a +6 statboost item is affordable, it is almost always a better deal than relying on spells. Heck, by the time a +4 statboost item is available, it's usually better than the buff spells.
No offense, E_B, but your argument lent itself to misinterpretation. If you're talking about the fact that this strategy is worse than using items: well, yes it is, but OTOH you're comparing a zero-cost situation (buff spells) with a positive-cost situation (items). I'm comparing spell to spell, not spell to item. Of
course a party that spends 36,000 gp per ability per PC should have a better chance of withstanding dispelling than a party that spends 0 gp! That wasn't what previous posters were saying.
And a +4 buff item shouldn't "usually [be] better" than a buff spell; it should be universally superior. It costs 16,000 gp and takes up an item slot; that's a pretty big deal compared to a
free (count it) spell. The good thing about lowering the buff durations in 3.5 is that folk actually will spend their hard-earned cash on the buff items, rather than just using the spells for free.