StreamOfTheSky
Adventurer
The sneak attacker still has to make the d% roll to hit with Blur, so you could just abstract it and say that if he got past the Blur effect, he landed on target and can sneak attack as normal, right?
Here's one:Wow, I just tried to make a house rule for this, but it got complicated fast. My ruling was going to be that partial concealment didn't negate, only full concealment did. But then I start reading up on spells like Blur, which would seem to be exactly the kind of thing that should confuse a sneak attack. The problem? It provides partial cover. So a blanket rule that partial cover isn't enough to negate a sneak attack makes no sense. I immediately wanted to make 20 exceptions to my house rule. Ridiculous.
So now I'm thinking that maybe just "shadowy illumination" is the exception.
Or, I was also thinking that the sneak attack damage could require a confirmation roll in cases of partial concealment, sorta like critical hits. Ugh. This gets difficult.
Ok. If I hand over the weapon I made to you, created with all my special forging techniques and my own metal alloy blend, that's some premium technology right there. What if you use that piece to make copies of my work and put me out of business? I should probably charge a fee on top of the item expense and put in a "class action lawsuit" rainy day fund, just in case.
It's silly that there's a fee to share spell knowledge. Obviously it shouldn't be "free," but this seems more of an RP thing to me. Someone wants to learn fireball? Big deal, not like me saying no will prevent him from learning it. He wants to learn a spell I researched myself? Umm...not so sure, there. And if the wizard is someone I know and trust, why do I need to charge him? What if we trade a few spells known each? A hard fee should be the last resort if nothing else makes sense. Not the standard.
Actually, your comparison is irrelevant. The wizard could buy some scrolls and add them in over time, sure. But if the Fighter wants to get a shield, sword, AND hemp rope all in one day (the nerve! /sarcasm), does he have to wait for three days to pass before he can use them all? Seems kind of dumb to me. And for the last time, WIZARD IS OVERPOWERED. I don't argue that. I'm not saying they need a helping hand. The system for adding spells that is in place now, in terms of limiting power, is just a minor inconvenience in any campaign, unless you're playing in a game where every second counts, action is nonstop, and you're lucky to have time to sleep let alone get "down time." I suppose then the rules for adding spells would actually limit power, but in a game like that most people would avoid playing a wizard anyway.
And the wizard has to pay for every spell he adds. But that's not enough. He needs "special" ink to actually add it to his book. Does the Fighter need to buy something in order to equip the gear he just bought? That was the comparison I was making.
SRD said:Materials and Costs
Materials for writing the spell cost 100 gp per page.
Note that a wizard does not have to pay these costs in time or gold for the spells she gains for free at each new level.
And the wizard needs to learn extra spells beyond the 2/level he gets for free to cover all the utility stuff the party expects out of him. In this case, the Fighter just buys different weapons for different DR, back up equipment, etc... and that's the end. The wizard not just buys the spells, but has a premium amount of spell book space to store it till he pays for a blessed book. So, to compare body slots and extra stuff to prepared spells and extra ones not in use, the Fighter's only really limited to how many rings, amulets, bracers, etc... he wants to carry by weight. The wizard has to fit all his extra stuff in his book(s). And there is no ability I've seen short of Mordenkainen's Disjunction (aka, "the nuclear option") that destroys or takes away as many pieces of gear from the fighter as can be done to the wizard's available spells just by burning or stealing a single book in one single action.
And you can do this without all that stupidity with any prepared caster other than wizard/wu jen/anything else I'm forgetting with a spellbook. Except for the balancing time between making items and learning part, although if you enjoy researching new spells you can even get that experience with other classes. I don't mind balancing resources and time. I do mind the unfathomable circus you go through as part of that, though.
There are. But you shouldn't need to play a spontaneous arcanist to avoid the headaches you never deal with when playing a divine prepared caster. Like I argued by taking the theory to its logical extreme: making a class just plain annoying to play as is NOT a good way to balance its powers.
I think you could contribute almost the entire bank of 3rd levels spells required for casting. If you can substitute 4th and 5th level spells as well then if you had rings of wizardry for 3rd 4th and 5th you could just cast it alone. Especially once you had cast it a single time, subsiquient times you would have so many bonus spells it would be cake to upkeep.Yes, he needs a few more of these to be totally resistant to energy attacks. But now every spell this guy throws is going to have a DC near 50. With the obscenely high INT, he picks up tremendous numbers of bonus spells. Even if he is short ritualists, he can use his own talent to make up (some of) the difference. The ritualists bring down the costs to rather small outlays at the epic level.
This is the most abusable system I'm aware of. Lots and lots of DM guidance is needed to make sure that the game isn't unplayable due to massive imbalances in power level.
John
With such a short casting time if you had a bunch of dudes with 3 or so 3rd level slots available you could case it on 2 or 3 people per day and power up all of your deciples as well.
That isn't nearly as bad as it gets.This is the most abusable system I'm aware of. Lots and lots of DM guidance is needed to make sure that the game isn't unplayable due to massive imbalances in power level.
John
I would say that it matches the crunch just fine. We don't know the fine points of how magic works in the D&D game, and it could be that for some reason a caster can't "tie off" a particular spell at the most convenient point. For instance, maybe with Identify (1 hour casting time) you can only cast say... ten minutes' worth of the spell, and, if you try to save the rest of the casting for later, the spell just unravels.
Bob the Destroyer
That isn't nearly as bad as it gets.
A single Wizard-21 (generalist), working alone, uninterrupted....
This is exponential growth. Every 12 (and 1/3rd, roughly) Planetars gives you space for another planetar per casting, for two more planetars per day. You can use this method to get arbitrarily high DC's in surprisingly short timeframes. A little fun with spreadsheets, and at day 60, you've got 8668 Permanently Summoned Planetars (and 64 Called Couatls, but that's change at this point - still, my calculations include them) for more than 147,804
in mitigation by spell slots. At day 90, that's 783,338 Permanently Summoned Planetars, and 13,317,194 in Mitigation. At day 120, that's 70,644,176 Permanently Summoned Planetars, and 1,200,951,440 in Mitigation. At day 365, you're looking at approximately 6.54*10^23 Permanently Summoned Planetars, and approximately 1.11*10^25 in mitigation.
And that's just a generalist wizard-20, with Quicken Spell and Epic Spellcasting.
Yeah, it needs a lot of DM oversight.