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General Tabletop Discussion
*TTRPGs General
The Myth of the Necessity of Magic Items
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<blockquote data-quote="Remathilis" data-source="post: 3384316" data-attributes="member: 7635"><p>My problem isn't that magic shouldn't exist, but that D&D assumes certain items exist. To whit.</p><p></p><p>Kysus's DC 36 Fort <em>Wail of the Banshee</em> is unsurvivable by a great many PCs. </p><p></p><p>At 20th level, the "classic" four have around the following saves naturally.</p><p></p><p>Fighter/Cleric: +12 (class) +2-+4 (con)= +14-18 (5%-10%)</p><p>Rogue/Wizard: +6 (class) +2-+3 (con)= +8-9 (5%)</p><p></p><p>Perhaps (depending on the PC) he took Great Fortitude (+2) or Luck of Heroes (+1), but Most non-warriors rarely have many feats to dump on those feats (forgoing something else, like metamagic or weapon finesse). Even if he took both, thats only a 15% higher chance of survival for two feat slots. (the poorer save classes still don't break the 5% barrier)</p><p></p><p>Now, Assuming the party knows what it will be facing something and prepares, they can add the following spells</p><p></p><p><em>* Bears Endurance</em></p><p><em>* Resistance</em></p><p><em>* Holy Aura</em></p><p><em>* Protection from Spells</em></p><p><em>* Moment of Prescience</em></p><p><em>* Prayer</em></p><p></p><p>(and probably a bunch more from the Spell Compendium, if applicable). </p><p></p><p>However, if they are caught "flat-footed" or don't have any of these spells memorized/prepared/known (often at the expense of attack or healing magic) the PCs are screwed. They're natural abilities, even at zenith, cannot save them vs. this attack. </p><p></p><p>Enter the <em>cloaks of resistance, amulets of health, stones of good luck</em>, etc. </p><p></p><p>Because the game assumes you'll have them, you have to have them. Otherwise, you have slim to no chance of surviving, barring constantly dumping all spell slots on buffing. </p><p></p><p>So no, the game doesn't assume PCs CAN survive without magical do-hickeys, and we're all a little worse off for it...</p></blockquote><p></p>
[QUOTE="Remathilis, post: 3384316, member: 7635"] My problem isn't that magic shouldn't exist, but that D&D assumes certain items exist. To whit. Kysus's DC 36 Fort [I]Wail of the Banshee[/I] is unsurvivable by a great many PCs. At 20th level, the "classic" four have around the following saves naturally. Fighter/Cleric: +12 (class) +2-+4 (con)= +14-18 (5%-10%) Rogue/Wizard: +6 (class) +2-+3 (con)= +8-9 (5%) Perhaps (depending on the PC) he took Great Fortitude (+2) or Luck of Heroes (+1), but Most non-warriors rarely have many feats to dump on those feats (forgoing something else, like metamagic or weapon finesse). Even if he took both, thats only a 15% higher chance of survival for two feat slots. (the poorer save classes still don't break the 5% barrier) Now, Assuming the party knows what it will be facing something and prepares, they can add the following spells [I]* Bears Endurance * Resistance * Holy Aura * Protection from Spells * Moment of Prescience * Prayer[/I] (and probably a bunch more from the Spell Compendium, if applicable). However, if they are caught "flat-footed" or don't have any of these spells memorized/prepared/known (often at the expense of attack or healing magic) the PCs are screwed. They're natural abilities, even at zenith, cannot save them vs. this attack. Enter the [I]cloaks of resistance, amulets of health, stones of good luck[/I], etc. Because the game assumes you'll have them, you have to have them. Otherwise, you have slim to no chance of surviving, barring constantly dumping all spell slots on buffing. So no, the game doesn't assume PCs CAN survive without magical do-hickeys, and we're all a little worse off for it... [/QUOTE]
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