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What would you say is the biggest problem with Wizards, Clerics, Druids, and other "Tier 1" Spellcasters?
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<blockquote data-quote="billd91" data-source="post: 6076495" data-attributes="member: 3400"><p>PCs are constantly changing campaigns with their ideas. This just means you can shift from staffing the rebuild to permanently staffing the castle, dealing with the local lords, dealing with the superstitious locals shocked that the castle was repaired overnight wi magic, dealing with the inevitable political fallout from not using guilded masons and craftsmen, and so on. Not that big a deal.</p><p></p><p></p><p></p><p></p><p>At a shade under 1200 gp per one-way trip, a limitation of 900 miles, a limitation in cargo weight of whatever the reader and a few other dudes can carry, the chance of teleport error, and the caster level check for using a scroll above the reader's level, they thought that would somehow replace the value of a ship's enormous capacity? </p><p>Moreover, one of your players brought this up and it nearly short circuited the campaign idea?</p><p>Any of the groups I play would have told the wizard player he was crazy and we would have fired you as DM for listening to him. Teleporting merchants may make as much sense as Federal Express - great for relatively small cargoes that need to get somewhere fast (could make for an interesting courier campaign in a high magic world), but it's not a realistic solution for moving or supplying colonies, armies, towns, or cities with the goods they'll demand.</p></blockquote><p></p>
[QUOTE="billd91, post: 6076495, member: 3400"] PCs are constantly changing campaigns with their ideas. This just means you can shift from staffing the rebuild to permanently staffing the castle, dealing with the local lords, dealing with the superstitious locals shocked that the castle was repaired overnight wi magic, dealing with the inevitable political fallout from not using guilded masons and craftsmen, and so on. Not that big a deal. At a shade under 1200 gp per one-way trip, a limitation of 900 miles, a limitation in cargo weight of whatever the reader and a few other dudes can carry, the chance of teleport error, and the caster level check for using a scroll above the reader's level, they thought that would somehow replace the value of a ship's enormous capacity? Moreover, one of your players brought this up and it nearly short circuited the campaign idea? Any of the groups I play would have told the wizard player he was crazy and we would have fired you as DM for listening to him. Teleporting merchants may make as much sense as Federal Express - great for relatively small cargoes that need to get somewhere fast (could make for an interesting courier campaign in a high magic world), but it's not a realistic solution for moving or supplying colonies, armies, towns, or cities with the goods they'll demand. [/QUOTE]
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General Tabletop Discussion
*Dungeons & Dragons
What would you say is the biggest problem with Wizards, Clerics, Druids, and other "Tier 1" Spellcasters?
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