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<blockquote data-quote="Ahnehnois" data-source="post: 6298457" data-attributes="member: 17106"><p>Well, I think that last one is what does it. 2nd level spells suck, and just memorizing Invis is usually a perfectly reasonable thing to do. So not much reason to use a wand at all.</p><p></p><p>I do recall being very concerned about those sorts of things when I ran a naval campaign. I don't think I ever had occasion to use ship to ship magic artillery simply because it was a short game. Still, I don't know that the wand would really be that helpful over simply memorizing the spell.</p><p></p><p>I feature plenty of things for which rogues are useful. Just not traps.</p><p></p><p>To me, it's always been standard that casters just throw consumable treasure into the bag of holding and sell it when they get the chance.</p><p></p><p>I think it's fair to say that my players and I have mastered the system pretty well. The way we mastered it is that we tried all those options when 3.0 first came out, realized that they didn't work, and moved on.</p></blockquote><p></p>
[QUOTE="Ahnehnois, post: 6298457, member: 17106"] Well, I think that last one is what does it. 2nd level spells suck, and just memorizing Invis is usually a perfectly reasonable thing to do. So not much reason to use a wand at all. I do recall being very concerned about those sorts of things when I ran a naval campaign. I don't think I ever had occasion to use ship to ship magic artillery simply because it was a short game. Still, I don't know that the wand would really be that helpful over simply memorizing the spell. I feature plenty of things for which rogues are useful. Just not traps. To me, it's always been standard that casters just throw consumable treasure into the bag of holding and sell it when they get the chance. I think it's fair to say that my players and I have mastered the system pretty well. The way we mastered it is that we tried all those options when 3.0 first came out, realized that they didn't work, and moved on. [/QUOTE]
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