MerakSpielman
First Post
If there were a metamagic feat that increased the duration of a spell by one category (from 1 round/level to 1 minute/level, or from 1 minute/level to 10 minutes/level) what would be the level adjustment? +1 level? +2?
I guess you adapt the history to your group, did that for years and never had a single TPK, so all my player were able to bring their character to very high level, with ressurection and stuff. I hated spending hours to roll new characters.MerakSpielman said:They can play whatever they want (the only restriction is no evil unless we've all decided to play that sort of campaign ahead of time). I just make the campaign. If they end up with a party without melee-tank-people or magical healing support, they have to figure out how best to overcome obsticles with the resources they have. Perhaps they will tend to find ways to avoid combat and excessive amounts of damage.
My players are pretty smart. They'll usually either commune to make sure the scout isn't going to backstab them, or they'll use zone of truth to question the scout. Sometimes both.DarkMaster said:There was someone mentioning hiring a scout, their opponent with little intelligence will quickly figure out that they always hire scout before going in and will make sure that the party hire the right scout before they attack their lair.
Never better served than by yourself.
Greyline said:It's bad enough that you can detect the presence (though not the exact location) of an invisible creature by rolling a spot check. I'd love to hear an explanation of that one.
The wizard CAN still sub for a rogue in a pinch.Eldragon said:A lot of posters in this thread make the basic argument that "a wizard should not be able to use a spell to replace the skills of a rogue (or other sneaky type)".
This philosophy is TERRRIBLE! A Wizard's greatest asset is that she can cover for a missing aspect of the party in a pinch. Remove the wizard's ability to adapt and all you have left is someone who casts spells for hindering opponents in combat. It is this thinking that makes me so angry with 3.5. All the spells that allow the wizard to actually DO something besides cast magic missles and fireballs have been severely reduced in duration. Making them close to worthless for any purpose other than combat.
Did he really have to scout out the ENTIRE complex?Greyline said:The question came up last night when the party (rog 3, ftr 2/rgr 1, wiz 3) wanted to sneak into a cave complex without splitting up, and the wizard realized that he and the fighter could be invisible for only 3 minutes, instead of half-an-hour. So what was intended as a group adventure became a solo adventure as they quickly realized their best bet was to send the rogue in to investigate and wait outside for his report. Great fun for the rogue, but a little too much thumb-twiddling for the other two.
billd91 said:Unfortunately, this logic also says that if you do not have a party with these skills invested, you're significantly handicapped. Don't get me wrong, I'm in favor of having reasonably balanced parties, but sometimes that doesn't happen.
How many of us remember playing tense games in which a wizard had to do some scouting in a pinch, used invisibility to hide in a room, and then sweated it out while the opposing general went over battle plans in a small room where just about anybody could trip over the wizard at any time?
I just don't know what's going on with some of the design decisions. The nerfing of the buff spells (which I partly agree with) and invisibility seem designed to push toward making magic items for the same effect.
I can also see reducing the duration to 10 min/level or 1 flat hour. That way, the Eagle's Splendor might actually last the whole audience with the Duke rather than peter out after your opening statement.
Dark Master said:Concerning the buff spell example where they could be usefull for particular situation. I think that the DM or the player or they (Wotc) should developed spell to handle these specific situations. Instead of having bull strength for all your warrior before the forced march, create a spell that allow forced march for 1hours/level. Same thing for eagle splendor instead of buffing Charisma just buff a certain skill for longer time.
I'd put it at +3. It is definitely a lot stronger than Extend spell (+1), but mostly weaker than Persistent Spell (+4, but only works on a small number of spells). Since it can do some things Persistent can't (like change the duration in some cases to multiple days), I'd put it at +3.MerakSpielman said:If there were a metamagic feat that increased the duration of a spell by one category (from 1 round/level to 1 minute/level, or from 1 minute/level to 10 minutes/level) what would be the level adjustment? +1 level? +2?
Wizards who "sub" for other classes won't be able to act as a wizard as well as they might could otherwise. Invisibility does not negate sound or smell, Knock is not flawless, and if you use slots or scrolls for anti-lying or SM boost spells (both without conveniently applicable versions) you pay a price in something else--time, combat capability, something. And theseSaeviomagy said:The wizard CAN still sub for a rogue in a pinch.
The problem is that you don't want the wizard to be able to substitute for EVERYONE ALL THE TIME. Hence 1min/level instead of removing the spell outright.
The problem with letting the wiz invis everyone is that the rogue then gets to do... nothing. The entire party scouts, and the rogue really doesn't get much of a benefit out of his ranks.