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Spells that Still Need to be Fixed
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<blockquote data-quote="Li Shenron" data-source="post: 6166511" data-attributes="member: 1465"><p>Good question... Sometimes I have the feeling that decisions like that were made 10+ years ago based on a specific scenario, and it just stuck. For instance, there is this <em>Dramji's Instant Summons</em> spell in 3e which lets you teleport a previously marked object into your hands. This spell is 7th level... they must have made it so high level because they had in mind a specific case where it could be used to spoil an adventure plot of scenario, because IMO it's insanely high. I think this may be also the reason why some spells won't be Rituals, if someone points out one possible exploitation, even tho it would be fine in all other cases.</p><p></p><p>BTW, <em>Water Breathing</em> is really tough to handle... On one hand it can definitely be abused in a variety of situations, on the other hand it can be literally a life-saver when you least expect it (which makes it a good candidate for Rituals), and on the other hand (what? me human?) in a water-based adventure or campaign it might not only need to be easily available but also last longer and affect all the party.</p><p></p><p></p><p></p><p>This also IMO comes from designers thinking of a spell's "image", like certain divinations representing tossing bones in a cup and reading the pattern or protections requiring to draw circles on the ground etc. While these are nice to spice up descriptions, I don't really think it's a good way to address a spell's balance and role in the game. They could easily leave these descriptions in, but apply them only to the ritual casting.</p></blockquote><p></p>
[QUOTE="Li Shenron, post: 6166511, member: 1465"] Good question... Sometimes I have the feeling that decisions like that were made 10+ years ago based on a specific scenario, and it just stuck. For instance, there is this [I]Dramji's Instant Summons[/I] spell in 3e which lets you teleport a previously marked object into your hands. This spell is 7th level... they must have made it so high level because they had in mind a specific case where it could be used to spoil an adventure plot of scenario, because IMO it's insanely high. I think this may be also the reason why some spells won't be Rituals, if someone points out one possible exploitation, even tho it would be fine in all other cases. BTW, [I]Water Breathing[/I] is really tough to handle... On one hand it can definitely be abused in a variety of situations, on the other hand it can be literally a life-saver when you least expect it (which makes it a good candidate for Rituals), and on the other hand (what? me human?) in a water-based adventure or campaign it might not only need to be easily available but also last longer and affect all the party. This also IMO comes from designers thinking of a spell's "image", like certain divinations representing tossing bones in a cup and reading the pattern or protections requiring to draw circles on the ground etc. While these are nice to spice up descriptions, I don't really think it's a good way to address a spell's balance and role in the game. They could easily leave these descriptions in, but apply them only to the ritual casting. [/QUOTE]
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