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So what do you think is wrong with Pathfinder? Post your problems and we will fix it.
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<blockquote data-quote="billd91" data-source="post: 6294205" data-attributes="member: 3400"><p>I have no idea where you get that idea. It's not hidden in fine print at all. It's specifically mentioned as an option in the rules that describe how to handle preparing spells - rules well worth a DM and spellcaster player knowing. </p><p></p><p></p><p></p><p>Aside from the hyperbole of a wizard being a glorified commoner, this is an issue of managing spell slots in general and is why quite a few wizard PCs I've seen carry around a crossbow or offensive wands. It's well within the power of the average spellcaster to minimize the dangers of this particular issue and at least have some (if not optimal) offensive capability - assuming they don't subscribe too heavily to the 15 minute adventuring day and nova every encounter. But that's a different player strategy problem...</p><p></p><p>I would say that the strategy of leaving a slot open is neither a bad one nor an auto-win one. A lot will depend on the context of the campaign. In a low-intensity dungeon without many denizens (but perhaps a lot of traps) then I think it's a pretty good strategy. In a situation with a lot of fights, then it's not so good because the caster will rarely have time to really use those empty slots and the opportunity cost of having them is a lot higher. What I reject is the notion that this is some "hidden" option or NPC-based option. It's neither of those.</p></blockquote><p></p>
[QUOTE="billd91, post: 6294205, member: 3400"] I have no idea where you get that idea. It's not hidden in fine print at all. It's specifically mentioned as an option in the rules that describe how to handle preparing spells - rules well worth a DM and spellcaster player knowing. Aside from the hyperbole of a wizard being a glorified commoner, this is an issue of managing spell slots in general and is why quite a few wizard PCs I've seen carry around a crossbow or offensive wands. It's well within the power of the average spellcaster to minimize the dangers of this particular issue and at least have some (if not optimal) offensive capability - assuming they don't subscribe too heavily to the 15 minute adventuring day and nova every encounter. But that's a different player strategy problem... I would say that the strategy of leaving a slot open is neither a bad one nor an auto-win one. A lot will depend on the context of the campaign. In a low-intensity dungeon without many denizens (but perhaps a lot of traps) then I think it's a pretty good strategy. In a situation with a lot of fights, then it's not so good because the caster will rarely have time to really use those empty slots and the opportunity cost of having them is a lot higher. What I reject is the notion that this is some "hidden" option or NPC-based option. It's neither of those. [/QUOTE]
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