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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Which 3.5 spells aren't improvements
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<blockquote data-quote="Elder-Basilisk" data-source="post: 1477855" data-attributes="member: 3146"><p>True that. However, you did generally need to get it to last more than 1 min/level in order to get an effect that was worth using. As I alluded to earlier, there was always the choice between using buff spells or having extra spell slots to burn through with hasted hyper spellcasting and the latter choice was generally superior for single-battle situations. Buffing drew about even if they lasted through two battles and was superior over more than 2 battles.</p><p></p><p></p><p></p><p>Where it's not an exaggeration, however, it is either obscuring the fact that it was a major tactical choice (ie. a mid-level sorceror with Cat's Grace, Bull's Strength, or Endurance as his primary known 2nd level spell) or it was something that happened anyway (since the character would buy several stat-buffing items and only used the spells to cover ones he couldn't afford).</p><p></p><p></p><p></p><p>It was quite common in Living Greyhawk (though I wouldn't have called it a "problem"). However, the primary reason it was common is that it was a gold-poor campaign where characters were often 10-20kgp behind their expected wealth per level guidelines and often did not have access to ability enhancing items. (I know my 13th level character still hasn't been able to find access to a belt of Giant strength). Stat buffing and item enhancing spells (GMW, Magic Vestment, etc) were common at least in part because characters were priced out of the more permanent and designer preferred enhancement methods.</p><p></p><p>A lower wealth campaign was simply going to see more use of stat-enhancing spells than a standard wealth campaign. (It's also likely to see more barbarians, more two-handed weapon wielders, and fewer sword and shield characters than it would otherwise see because, by mid levels, characters find magic items more vital to presenting a good defense than to presenting a good offense. A 9th level character with an AC of 30 (+1 dex, +11 +3 fullplate, +5 +3 shield, +1 ring of protection, +1 amulet of natural armor, +1 dodge) is likely to last significantly longer than a fighter with an AC of 19 (+3 dex, +5 +2 chain shirt, +1 ring of protection) or even an AC of 25 (as 30 but no shield). However, a 9th level character with an AC of 24 (+1 dex, +9 +1 fullplate, +3 +1 shield, +1 ring of protection) is not really likely to take that much less damage than a character with an AC of 18 (+3 dex, +1 chain shirt, +1 ring of protection)--especially against tough single or dual monster encounters. Consequently, if he's going to get hit anyway, he might as well get the extra damage from rage and a two-handed weapon). Wealth levels have a very dramatic effect on a campaign. The popularity of 3.0 buffs in Living Greyhawk was as much a part of that as of anything else.</p></blockquote><p></p>
[QUOTE="Elder-Basilisk, post: 1477855, member: 3146"] True that. However, you did generally need to get it to last more than 1 min/level in order to get an effect that was worth using. As I alluded to earlier, there was always the choice between using buff spells or having extra spell slots to burn through with hasted hyper spellcasting and the latter choice was generally superior for single-battle situations. Buffing drew about even if they lasted through two battles and was superior over more than 2 battles. Where it's not an exaggeration, however, it is either obscuring the fact that it was a major tactical choice (ie. a mid-level sorceror with Cat's Grace, Bull's Strength, or Endurance as his primary known 2nd level spell) or it was something that happened anyway (since the character would buy several stat-buffing items and only used the spells to cover ones he couldn't afford). It was quite common in Living Greyhawk (though I wouldn't have called it a "problem"). However, the primary reason it was common is that it was a gold-poor campaign where characters were often 10-20kgp behind their expected wealth per level guidelines and often did not have access to ability enhancing items. (I know my 13th level character still hasn't been able to find access to a belt of Giant strength). Stat buffing and item enhancing spells (GMW, Magic Vestment, etc) were common at least in part because characters were priced out of the more permanent and designer preferred enhancement methods. A lower wealth campaign was simply going to see more use of stat-enhancing spells than a standard wealth campaign. (It's also likely to see more barbarians, more two-handed weapon wielders, and fewer sword and shield characters than it would otherwise see because, by mid levels, characters find magic items more vital to presenting a good defense than to presenting a good offense. A 9th level character with an AC of 30 (+1 dex, +11 +3 fullplate, +5 +3 shield, +1 ring of protection, +1 amulet of natural armor, +1 dodge) is likely to last significantly longer than a fighter with an AC of 19 (+3 dex, +5 +2 chain shirt, +1 ring of protection) or even an AC of 25 (as 30 but no shield). However, a 9th level character with an AC of 24 (+1 dex, +9 +1 fullplate, +3 +1 shield, +1 ring of protection) is not really likely to take that much less damage than a character with an AC of 18 (+3 dex, +1 chain shirt, +1 ring of protection)--especially against tough single or dual monster encounters. Consequently, if he's going to get hit anyway, he might as well get the extra damage from rage and a two-handed weapon). Wealth levels have a very dramatic effect on a campaign. The popularity of 3.0 buffs in Living Greyhawk was as much a part of that as of anything else. [/QUOTE]
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