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<blockquote data-quote="AuraSeer" data-source="post: 2178606" data-attributes="member: 1331"><p>Absolutely. Why ever not?</p><p></p><p>In gameworld terms, the item types clearly involve distinct magical processes, because they require different feats and have different manufacturing costs. Giving them distinct behaviors is more than reasonable. Declaring that a staff cannot be made with only one spell is no less reasonable than declaring that potions cannot be made with area-effect spells. This isn't physics, it's magic, so a certain level of arbitrariness is expected.</p><p></p><p>In rules terms a staff has certain advantages over wands and scrolls. If there were no counterbalancing drawback, there would be no reason ever to have wands or scrolls, and all adventurers would carry staves instead. Forcing a staff to contain multiple spells, and therefore to be a more expensive item, is the tradeoff for its low per-charge cost and its other significant benefits. A similar tradeoff is the 3rd-level limit on potions, which compensates for their extreme ease of use. This isn't science, it's a game, so a certain amount of balance between items must be maintained.</p></blockquote><p></p>
[QUOTE="AuraSeer, post: 2178606, member: 1331"] Absolutely. Why ever not? In gameworld terms, the item types clearly involve distinct magical processes, because they require different feats and have different manufacturing costs. Giving them distinct behaviors is more than reasonable. Declaring that a staff cannot be made with only one spell is no less reasonable than declaring that potions cannot be made with area-effect spells. This isn't physics, it's magic, so a certain level of arbitrariness is expected. In rules terms a staff has certain advantages over wands and scrolls. If there were no counterbalancing drawback, there would be no reason ever to have wands or scrolls, and all adventurers would carry staves instead. Forcing a staff to contain multiple spells, and therefore to be a more expensive item, is the tradeoff for its low per-charge cost and its other significant benefits. A similar tradeoff is the 3rd-level limit on potions, which compensates for their extreme ease of use. This isn't science, it's a game, so a certain amount of balance between items must be maintained. [/QUOTE]
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