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<blockquote data-quote="Greenfield" data-source="post: 7641021" data-attributes="member: 6669384"><p>The original question's specifics were about 3.5's Ring of Telekinesis, so no, it wasn't a "weird hold over".</p><p></p><p>The larger question was, what would you do as a player if you found your character in possession of an item that you found way too easy to abuse?</p><p></p><p>The TK ring was simply the example at hand.</p><p></p><p>As an aside: D&D 3.5 includes a special set of Feats in one of the source books, called "Reserve Feats". With the right feat a character can prepare/have available a spell (usually 4th or higher) to match, and then get a minor version of that spell's power to use every round. The group I play in approved *some* of these, specifically outlawing any of the ones that allowed for unlimited use of damage causing effects.</p><p></p><p>That is, there's a Feat called Fiery Burst that lets a caster throw a mini-fireball up to 15 feet away, with a 5 foot burst, doing one D6 for each level of the Fire spell they have in reserve. They can do that every round. There's a similar one for cold, and for lightning and probably for acid )though I can't recall the name of that feat off hand.)</p><p></p><p>Because the group voted to outlaw those in order to prevent the "damage each round, forever" type of thing, I elected to remove the ring from the game. The current DM agreed that that was the best, so it somehow got "lost", and I'll recover the creation costs.</p></blockquote><p></p>
[QUOTE="Greenfield, post: 7641021, member: 6669384"] The original question's specifics were about 3.5's Ring of Telekinesis, so no, it wasn't a "weird hold over". The larger question was, what would you do as a player if you found your character in possession of an item that you found way too easy to abuse? The TK ring was simply the example at hand. As an aside: D&D 3.5 includes a special set of Feats in one of the source books, called "Reserve Feats". With the right feat a character can prepare/have available a spell (usually 4th or higher) to match, and then get a minor version of that spell's power to use every round. The group I play in approved *some* of these, specifically outlawing any of the ones that allowed for unlimited use of damage causing effects. That is, there's a Feat called Fiery Burst that lets a caster throw a mini-fireball up to 15 feet away, with a 5 foot burst, doing one D6 for each level of the Fire spell they have in reserve. They can do that every round. There's a similar one for cold, and for lightning and probably for acid )though I can't recall the name of that feat off hand.) Because the group voted to outlaw those in order to prevent the "damage each round, forever" type of thing, I elected to remove the ring from the game. The current DM agreed that that was the best, so it somehow got "lost", and I'll recover the creation costs. [/QUOTE]
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