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Why Does spell Reasearch Have Such a High Cost?
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<blockquote data-quote="Merlion" data-source="post: 771683" data-attributes="member: 10397"><p>And wizards who want to use their imagination and create their own spells get screwed. they get to pay way more money for it, when the only in game benefit is the fact that its their spell only. Yea that could make them some money in itself selling it to other wizards etc. Yes I realize that the 2 free spells are their for game balance even tho their presence...especialy if the player is required to do some roleplaying and deal with some actualy down time to get them...doesnt really make much sense and actualy somewhat contradicts some of the other things...such as reseaching your own spells. I'm sorry but first of all from a balance perspective I dont think the advantage of it being only your own personal spell is enough to warrant how much more it costs you than going and buying a printed spell of the same level. If I was to run a game I'd rule that it costs perhaps 100gp/level more to research a new spell than it would be to scribe a spell of that level into a wizards spell book. Also I have no problem with it taking time, and that is a cost in itself.</p><p> Nextly, game balance isnt all I'm talking about here. the rules dont really make sense to me...they seem self contradictory. they also seem to to strongly discourage players to do something which opens up roleplaying opurtunities and gives players a chance to really add to a campaign world. It essentialy implies effective level limits. it costs 3k gp to create a new 3rd level spell. for a 5th level wizard thats a lot of bleeping money to spend on any one thing.</p><p> As for sorcerers...well everyone has their own view of how sorcerers magic works. Monte Cook's variant sorcerer does NOT use spell components or foci of any kind, and pays XP for those spells with expensive materials. I would use the same sort of system for spell research myself. Generaly speaking I do not like or agree with the idea of sorcerers requiring most components and foci unless thats in line with a particular characters concept.</p><p> I do agree that for balance reasons their has to be some cost for wizards in particular. but I think the current printed rules costs are inflated. Beyond tht this seems to me a matter of differing opnions...if they way it is makes sense to you, I'm happy for you.</p><p> And as for divine spellcasters...yes a whole different system is needed for them. but I think your example of a deity stripping a cleric of all powers for weeks for petitioning their deity for a broadening of ablities is totaly out of line with the nature of many deities...possibly all from the point of view of, why would any god not want to make his/her servant more powerful?</p></blockquote><p></p>
[QUOTE="Merlion, post: 771683, member: 10397"] And wizards who want to use their imagination and create their own spells get screwed. they get to pay way more money for it, when the only in game benefit is the fact that its their spell only. Yea that could make them some money in itself selling it to other wizards etc. Yes I realize that the 2 free spells are their for game balance even tho their presence...especialy if the player is required to do some roleplaying and deal with some actualy down time to get them...doesnt really make much sense and actualy somewhat contradicts some of the other things...such as reseaching your own spells. I'm sorry but first of all from a balance perspective I dont think the advantage of it being only your own personal spell is enough to warrant how much more it costs you than going and buying a printed spell of the same level. If I was to run a game I'd rule that it costs perhaps 100gp/level more to research a new spell than it would be to scribe a spell of that level into a wizards spell book. Also I have no problem with it taking time, and that is a cost in itself. Nextly, game balance isnt all I'm talking about here. the rules dont really make sense to me...they seem self contradictory. they also seem to to strongly discourage players to do something which opens up roleplaying opurtunities and gives players a chance to really add to a campaign world. It essentialy implies effective level limits. it costs 3k gp to create a new 3rd level spell. for a 5th level wizard thats a lot of bleeping money to spend on any one thing. As for sorcerers...well everyone has their own view of how sorcerers magic works. Monte Cook's variant sorcerer does NOT use spell components or foci of any kind, and pays XP for those spells with expensive materials. I would use the same sort of system for spell research myself. Generaly speaking I do not like or agree with the idea of sorcerers requiring most components and foci unless thats in line with a particular characters concept. I do agree that for balance reasons their has to be some cost for wizards in particular. but I think the current printed rules costs are inflated. Beyond tht this seems to me a matter of differing opnions...if they way it is makes sense to you, I'm happy for you. And as for divine spellcasters...yes a whole different system is needed for them. but I think your example of a deity stripping a cleric of all powers for weeks for petitioning their deity for a broadening of ablities is totaly out of line with the nature of many deities...possibly all from the point of view of, why would any god not want to make his/her servant more powerful? [/QUOTE]
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