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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Spell/Rule Changes from 3.0 to 3.5 -- How did we survive 3.0?
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<blockquote data-quote="Victim" data-source="post: 1796933" data-attributes="member: 78"><p>Ten minute per level spells can last around an hour or two at mid-high caster levels. So a group can use them in a situation where risk of violence is present, but not immediate. For example, a group can use them effectively when entering a dungeon complex, exploring the sewers, right before a party - both for the social benefits of Eagle's Splendor and for combat buffs once the inevitable attack occurs. On the other hand, they wouldn't last all day. </p><p></p><p>On the other hand, at one minute per level, they last for one fight, and maybe a second if the party rushes at most levels. Outside of combat, the spells are much worse. A 20th level wizard casting Eagle's Splendor on someone wouldn't get them through a job interview, much less allow for an inspiring speach at the beginning of some epic battle and a rally at the end. Not that battles would be all that epic with a 20th level wizard around though.</p><p></p><p>Regarding crit stacking, just because people say something is uber doesn't mean it is. I remember reading that after S&F came out, the various normal types of fighters would be eclipsed by the overpowering "Path" of Monkey Gripping 2 Mercurial Greatswords. I don't think the math from this thread has shown an all around advantage for Keen+Improved Crit weapons.</p><p></p><p>However, there were other issues with 3.0 criticals. The weapon master PrC added 2 to a weapon's threat range, stacking with Keen and such. So you could have 16-20 scythes, or 10-20 falchions. Also, Vorpal worked off the entire threat range of the weapon.</p></blockquote><p></p>
[QUOTE="Victim, post: 1796933, member: 78"] Ten minute per level spells can last around an hour or two at mid-high caster levels. So a group can use them in a situation where risk of violence is present, but not immediate. For example, a group can use them effectively when entering a dungeon complex, exploring the sewers, right before a party - both for the social benefits of Eagle's Splendor and for combat buffs once the inevitable attack occurs. On the other hand, they wouldn't last all day. On the other hand, at one minute per level, they last for one fight, and maybe a second if the party rushes at most levels. Outside of combat, the spells are much worse. A 20th level wizard casting Eagle's Splendor on someone wouldn't get them through a job interview, much less allow for an inspiring speach at the beginning of some epic battle and a rally at the end. Not that battles would be all that epic with a 20th level wizard around though. Regarding crit stacking, just because people say something is uber doesn't mean it is. I remember reading that after S&F came out, the various normal types of fighters would be eclipsed by the overpowering "Path" of Monkey Gripping 2 Mercurial Greatswords. I don't think the math from this thread has shown an all around advantage for Keen+Improved Crit weapons. However, there were other issues with 3.0 criticals. The weapon master PrC added 2 to a weapon's threat range, stacking with Keen and such. So you could have 16-20 scythes, or 10-20 falchions. Also, Vorpal worked off the entire threat range of the weapon. [/QUOTE]
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Spell/Rule Changes from 3.0 to 3.5 -- How did we survive 3.0?
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