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Why Exploration Is the Worst Pillar
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<blockquote data-quote="Lanefan" data-source="post: 8378413" data-attributes="member: 29398"><p>As part of casting <em>Identify</em> involves touching the item, the risk remains (though maybe reduced).</p><p></p><p>Never mind that it costs 100 g.p. per casting.</p><p></p><p>I see, though, that 5e has been generous enough to take out the 8-point Constitution drain (recoverable 1 per hour) that 1e Identify had; which is a shame, in that the Con drain acts as a formidable dissuasion to casting the spell too frequently.</p><p></p><p>At the very least it'd take you 60 minutes; unless you allow<em> Identify</em> to work on more than one item per casting.</p><p></p><p>Field-testing magic items is far more interesting than banging in an ID, though. Round here, ID is a last resort, used only if field-testing gives no results or if there's a need to fine-tune the info (e.g. field-testing shows it's a Wand of Lightning, but how many charges does it have and is it rechargeable?).</p><p></p><p>The problem here is that for some reason the rules end up trending toward absolutes, where it should more revolve around improvement (or not) of odds. Having a Ranger shouldn't guarantee you'll always find your destination, just greatly improve the odds. Flip side: not having a Ranger shouldn't guarantee you'll never find your destination; it should instead mean your odds of doing so are lower.</p><p></p><p>That Binder ability sounds a bit broken unless the character was stupendous level, but what else would I expect from 3e? <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>I see the same sort of thing all the time with creative use of <em>Fly</em> and-or <em>Levitate</em> spells; and at higher levels, long-range travel spells. I've become used to it. That said, as I don't have ritual casting or at-will cantrips spells are a very limited resource; meaning every <em>Fly</em> they cast is one less <em>Fireball</em> in their arsenal for the day.</p><p></p><p>I don't have too much of an issue with spells and powers bypassing exploration, truth be told, except at very low level; though as noted above, I'd never want to see these things give auto-success, just improve the odds. My bigger issue is with spells and powers that make Thieves and Rogues redundant.</p></blockquote><p></p>
[QUOTE="Lanefan, post: 8378413, member: 29398"] As part of casting [I]Identify[/I] involves touching the item, the risk remains (though maybe reduced). Never mind that it costs 100 g.p. per casting. I see, though, that 5e has been generous enough to take out the 8-point Constitution drain (recoverable 1 per hour) that 1e Identify had; which is a shame, in that the Con drain acts as a formidable dissuasion to casting the spell too frequently. At the very least it'd take you 60 minutes; unless you allow[I] Identify[/I] to work on more than one item per casting. Field-testing magic items is far more interesting than banging in an ID, though. Round here, ID is a last resort, used only if field-testing gives no results or if there's a need to fine-tune the info (e.g. field-testing shows it's a Wand of Lightning, but how many charges does it have and is it rechargeable?). The problem here is that for some reason the rules end up trending toward absolutes, where it should more revolve around improvement (or not) of odds. Having a Ranger shouldn't guarantee you'll always find your destination, just greatly improve the odds. Flip side: not having a Ranger shouldn't guarantee you'll never find your destination; it should instead mean your odds of doing so are lower. That Binder ability sounds a bit broken unless the character was stupendous level, but what else would I expect from 3e? :) I see the same sort of thing all the time with creative use of [I]Fly[/I] and-or [I]Levitate[/I] spells; and at higher levels, long-range travel spells. I've become used to it. That said, as I don't have ritual casting or at-will cantrips spells are a very limited resource; meaning every [I]Fly[/I] they cast is one less [I]Fireball[/I] in their arsenal for the day. I don't have too much of an issue with spells and powers bypassing exploration, truth be told, except at very low level; though as noted above, I'd never want to see these things give auto-success, just improve the odds. My bigger issue is with spells and powers that make Thieves and Rogues redundant. [/QUOTE]
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