Mouseferatu said:Requiring training or purchase for new spells seriously screws wizards who gain a level far from civilization.
There's always finding scrolls and other wizard's spellbooks to gain access to new spells.
Mouseferatu said:Requiring training or purchase for new spells seriously screws wizards who gain a level far from civilization.
Assuming scrolls and spellbooks grow on trees or under rocks, then yeah. Otherwise . . .Greg K said:There's always finding scrolls and other wizard's spellbooks to gain access to new spells.
Eric Anondson said:Assuming scrolls and spellbooks grow on trees or under rocks, then yeah. Otherwise . . .![]()
Funny you should say that, as part of why they're so lame now is people thought older editions' poisons that *only* Killed or Did Nothing were kinda lame as well.Felon said:I wouldn't mind seeing new rules for poisons. Handling them as doing does nothing (if you save) or inflicting some ability score damage (if you fail), but never really killing anybody is kind of lame.
Lanefan said:I'd never give new wizard spells without either training or purchase, though. You can't just wake up in the morning and find 2 new spells in your spellbook that weren't there last night...
Lanefan said:Funny you should say that, as part of why they're so lame now is people thought older editions' poisons that *only* Killed or Did Nothing were kinda lame as well.
This is one place where a gradated save system would make sense. An example, for a rather nasty poison:
- Make your save, no problem.
- Fail by less than 5, lose that many points off your Con. (i.e. fail by 3, lose 3 Con. points)
- Fail by 6-10, lose half that many points off Str., Dex., *and* Con. (i.e. fail by 8, lose 4 off each)
- Fail by more than 10, you die.
Also, the amount you fail by could also represent a variable on how difficult it is to reverse the effects or neutralize the poison.
Lane-"I think I might have to steal my own idea here"-fan
Man in the Funny Hat said:As I said, I'd rather use training rules - as incongrous and inconvenient as they are - than have new feats, skills, languages, spells and whatnot appear instantaneously in mid-adventure.