The new Use Magic Device: Good or bad?

Shallown said:
So if they use the arguement that it is legal and a great tactic then its legal and a great tactic for the bad guys.
You mean... you wait for the players to use something before the bad guys do? Where's the evilness in that?

:D
 

log in or register to remove this ad

Use Magic Device is one of those skills you just really have to sit back and ask.. "Why?"

Why does this skill exist? It was originally designed to allow the 2 jack-of-all-trades classes to be trully of "all" classes. It was flavor texted the way it is so that it is based on bluffing the magic item (using CHA) so that it fit with those 2 jack classes. Now?

Not so sure I like the idea of everyone and their brother being able to use items restricted to other classes. Is it overpowered or broken balance wise? Not really that I have seen in play testing. Its more of a flavor or "feel" issue.

Personally, if I had it to do, I would have made use magic device based on Intelligence and flavor texted it so that it was about the ability to temporarily manipulate the magical enchantment and then given it to the Wizard as a class skill. What other class specializes in the metaphysical study of magic, and is the only class to specifically get item creation as a part of the class? Just would seem to make sense that the Wizard would be the most apt to use the skill.

Anyway, its just an odd skill to begin with.
 

It's a grandfather-type skill brought in from previous editions ability for Thieves to use scrolls.

I like the skill, but then again I don't really have many PC's buying wands of Fireball off the street. I'm not much on the magic shop type environment. I do like watching PC's make their equipment. I like them using the stuff taken from the opposition. I like watching them barter with stuff they have found. But, it isn't like they can walk in to a store, pick upi the latest designer Cloak of Charisma +6 and get a wand of Cure Serious Wounds with a wand of Magic Missle (CL 5) on the side.

However, this latest campaign is a bit more magic pervasive and some items probably are available for purchase once the PC's get some money. It is a bit of a departure from my previous games that I am trying out. Maybe the appeal to build a UMD based character will crop up once they get enough money? We'll see.
 

No Whippet.

I just wait for them to abuse it before I do. Just to be fair. Also there are still highly abusable things they haven't realize and I'm not into loading my players with nasty ideas or advantages. ;)

later
 



I don't have a problem with UMD, I have a problem with the wizards and sorcerers and so on auto success with activating magic items. So, similar to what Khaalis said, simply remove this from the spellcaster classes and give them this skill.
 

House Rule suggestion: Replace UMD with a class feature (like they did in the 3.5 change with the Animal Empathy skill). Drop UMD from the skill list; any Rogue or Bard can attempt to use a device using the DC's and rules from the skill description, with a bonus equal to their class level(s) plus their Charisma bonus.

Comments?
 

I don't think there's anything wrong with Use Magic Device as it is. Its relative unavailability (purely because it's a cross-class skill for almost everyone), coupled with the high DCs make it pretty much unusable until you're really high levels, at which point it won't be making a huge dent. Especially considering that at most levels, useful wands (such as Cure Critical and Fireball) cost so much that a character whose main focus isn't spellcasting (such as a Wizard or Sorcerer, who don't need the skill to use it) won't be using most of their money on something that their class doesn't even support. True, you could get a +10 modifier at low levels and have a pretty good chance of using a Wand of Fireball, but there's still a large chance you could have it blow up in your face. Plus, that's a ton of skill points you could have put into something more useful to your class. If you want a Fighter throwing around Fireballs at higher levels, go ahead, but he's gonna suck at pretty much all of his other skills.

The only real place I can see this skill being overused is on Staves- assuming a different type of spellcaster tries to use a Staff of a different caster and you allow him to use his own ability scores. (That's something I've been wondering about lately.) Otherwise, scrolls (which already have an amazingly high DC for anything useful) and Wands (which cap out at 4th level) already have set DCs, which won't be too useful at higher levels. I have a Cleric that has it as a class skill, and the only real times I've used it were to try and identify items by blindly activating them (DC 25). Even then it's only worked once or twice.

True, it COULD be abused with LOTS of careful planning and giving up of resources, but if someone does all that work to be able to use a wand of fireball, who cares?
 

Use fumbles or mishaps and you won't see UMD abused... my Rogue has suffered mishaps frequently using UMD. So I tend to use my wands only out of combat.

As a crossclass skill it sucks... you need high ranks to make it worth while.

Your the DM... dont like UMD using fighter ? Don't allow it. I don't feel its very abusable.
 

Remove ads

Top