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Wands of Cure Light? Bah!
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<blockquote data-quote="Jack Simth" data-source="post: 4213525" data-attributes="member: 29252"><p>Do note:</p><p>It's not actually a balance issue (unless you're using Tome of Battle classes, or some other method that gets the non-casters up to the level of the full casters).</p><p></p><p>For the same cost of that +1 Vampiric Dagger, you could pick up 24 wands of Cure Light Wounds, instead (and have a little left over). You seriously need to go through over 6,600 hp this way (24 wands * 50 charges per wand * average (1d8+1) hit points per charge) before the Vampiric Dagger and Summon Abuse (or Minor Shapechange for temp HP) abuse actually becomes cost-effective. If you use wands of Lesser Vigor, instead, you need to go through over 13,200 hp (24 wands * 50 charges per wand * 11 hit points per charge) before the +1 Vampiric Dagger + Minor Shapechange/Summon Elemental becomes cost effective. Really, between when you can start doing this (9th) and 20th level, you're *maybe* going to break-even on it.</p><p></p><p>Sure, it's limitless out-of-combat healing - but that's not actually as bad as you might think. See, limitless non-combat healing strengthens the classes that are based primarily on at-will or per-encounter abilities (Fighter, Rogue, Barbarian, Ranger, Monk, and so on), but does little for the classes based primarily on per-day abilities (Wizard, Sorcerer, Cleric, and so on). Generally, though, it's the classes that are based on at-will or per-encounter abilities that are considered the weaker classes at around the point where this technique becomes technically viable, and the classes that are based around per-day abilities are considered the stronger classes. It's a technique that, when used for everybody, helps the traditionally weaker classes more than the traditionally stronger classes. If anything, it makes the game <em>more</em> balanced, not less. Now, if you're using Tome of Battle classes, where a non-caster can keep up with a caster, then it'll cause some issues - otherwise? Not so much.</p><p></p><p>Now, don't get me wrong - thematically, it's bizarre and not something that would seem like a good idea. Mechanically, it just removes the DM's ability to use lots & lots of little encounters to wear the party down, and makes the weaker (at high level) classes a bit stronger without doing much for the stronger (at high level) classes.</p></blockquote><p></p>
[QUOTE="Jack Simth, post: 4213525, member: 29252"] Do note: It's not actually a balance issue (unless you're using Tome of Battle classes, or some other method that gets the non-casters up to the level of the full casters). For the same cost of that +1 Vampiric Dagger, you could pick up 24 wands of Cure Light Wounds, instead (and have a little left over). You seriously need to go through over 6,600 hp this way (24 wands * 50 charges per wand * average (1d8+1) hit points per charge) before the Vampiric Dagger and Summon Abuse (or Minor Shapechange for temp HP) abuse actually becomes cost-effective. If you use wands of Lesser Vigor, instead, you need to go through over 13,200 hp (24 wands * 50 charges per wand * 11 hit points per charge) before the +1 Vampiric Dagger + Minor Shapechange/Summon Elemental becomes cost effective. Really, between when you can start doing this (9th) and 20th level, you're *maybe* going to break-even on it. Sure, it's limitless out-of-combat healing - but that's not actually as bad as you might think. See, limitless non-combat healing strengthens the classes that are based primarily on at-will or per-encounter abilities (Fighter, Rogue, Barbarian, Ranger, Monk, and so on), but does little for the classes based primarily on per-day abilities (Wizard, Sorcerer, Cleric, and so on). Generally, though, it's the classes that are based on at-will or per-encounter abilities that are considered the weaker classes at around the point where this technique becomes technically viable, and the classes that are based around per-day abilities are considered the stronger classes. It's a technique that, when used for everybody, helps the traditionally weaker classes more than the traditionally stronger classes. If anything, it makes the game [i]more[/i] balanced, not less. Now, if you're using Tome of Battle classes, where a non-caster can keep up with a caster, then it'll cause some issues - otherwise? Not so much. Now, don't get me wrong - thematically, it's bizarre and not something that would seem like a good idea. Mechanically, it just removes the DM's ability to use lots & lots of little encounters to wear the party down, and makes the weaker (at high level) classes a bit stronger without doing much for the stronger (at high level) classes. [/QUOTE]
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