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The Dual Wielding Ranger: How Aragorn, Drizzt, and Dual-Wielding Led to the Ranger's Loss of Identity
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<blockquote data-quote="AbdulAlhazred" data-source="post: 8260447" data-attributes="member: 82106"><p>Right, although I don't recall any explanation of HOW recharging works. Thus it might be super difficult (IE require Enchant An Item plus impossibly difficult lists of ingredients, etc.), OR it might be as simple as casting the most appropriate spell onto the wand, or something in between (IE requiring research, special ingredients, some higher levels, etc.). </p><p></p><p>Anyway, the treasure tables in the MM and the DMG, plus wandering encounter rules which by default will invoke them, will inevitably lead to a lot of magic item treasure, and at least SOME wands, etc. By 11th level my wizard had a wand of magic missiles, a necklace of fireballs, a Staff of Power!!! and a slew of defensive items and oddball stuff (including a Portable Hole). </p><p></p><p>One thing that happens in these games is that, even if there aren't some vast number of items out there, parties accumulate them. Some characters die, but others survive and tend to collect the good items and become even harder to kill. That was certainly the deal with my character, surviving pretty much every TSR module and a lot of our own adventures, by 14th level you will be festooned with 'stuff'. Same with spell book, I'd just copy the best spells from each other wizard's book (either we'd trade, or if they got offed by some unfortunate event then they really couldn't object). After a while you tend to have pretty much everything worth having at most levels.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 8260447, member: 82106"] Right, although I don't recall any explanation of HOW recharging works. Thus it might be super difficult (IE require Enchant An Item plus impossibly difficult lists of ingredients, etc.), OR it might be as simple as casting the most appropriate spell onto the wand, or something in between (IE requiring research, special ingredients, some higher levels, etc.). Anyway, the treasure tables in the MM and the DMG, plus wandering encounter rules which by default will invoke them, will inevitably lead to a lot of magic item treasure, and at least SOME wands, etc. By 11th level my wizard had a wand of magic missiles, a necklace of fireballs, a Staff of Power!!! and a slew of defensive items and oddball stuff (including a Portable Hole). One thing that happens in these games is that, even if there aren't some vast number of items out there, parties accumulate them. Some characters die, but others survive and tend to collect the good items and become even harder to kill. That was certainly the deal with my character, surviving pretty much every TSR module and a lot of our own adventures, by 14th level you will be festooned with 'stuff'. Same with spell book, I'd just copy the best spells from each other wizard's book (either we'd trade, or if they got offed by some unfortunate event then they really couldn't object). After a while you tend to have pretty much everything worth having at most levels. [/QUOTE]
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The Dual Wielding Ranger: How Aragorn, Drizzt, and Dual-Wielding Led to the Ranger's Loss of Identity
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