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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Worst 3.5 rule from core books?
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<blockquote data-quote="StreamOfTheSky" data-source="post: 4482501" data-attributes="member: 35909"><p>No, wizards do not need more power. The stupid rule for wizards is all the hoops they have to go through to add spells to their book. They have to buy EXTREMELY overpriced ink, pay large sums to some other wizard or magic library for the privelage of copying down a spell even though it's basically free money* for the lender, and to add insult to all, you can only learn one spell a day! Add in the fact that spellbooks fill up fast and are heavy (and easily ruined), and you basically come to the realization you need to scrimp and save for a blessed book in order to properly do your job, the "12,000 gp b@#ch tax," as I call it. I don't mind havng limited spells to choose from, but dangit that's too much work!</p><p></p><p>*i was in an online character community, and once I had my wizard well established, other players' wizard characters would come to me for spells to add to their books, as I gave a 10% discount over standard costs the PHB gives. Worked well for me, I was getting paid hundreds of gp just to let someone look at my spellbook!</p><p></p><p>Also, I'll put in my two cents that the divine/arcane power divide is vastly overrated, and that by the levels spellcasters are making noncasters feel useless, all the primary casters are about equal. The main advantage of the divine casters is not sucking early on. Once the wizard has enough spells to be literally impossible to harm, hp and AC don't matter terribly much anymore.</p></blockquote><p></p>
[QUOTE="StreamOfTheSky, post: 4482501, member: 35909"] No, wizards do not need more power. The stupid rule for wizards is all the hoops they have to go through to add spells to their book. They have to buy EXTREMELY overpriced ink, pay large sums to some other wizard or magic library for the privelage of copying down a spell even though it's basically free money* for the lender, and to add insult to all, you can only learn one spell a day! Add in the fact that spellbooks fill up fast and are heavy (and easily ruined), and you basically come to the realization you need to scrimp and save for a blessed book in order to properly do your job, the "12,000 gp b@#ch tax," as I call it. I don't mind havng limited spells to choose from, but dangit that's too much work! *i was in an online character community, and once I had my wizard well established, other players' wizard characters would come to me for spells to add to their books, as I gave a 10% discount over standard costs the PHB gives. Worked well for me, I was getting paid hundreds of gp just to let someone look at my spellbook! Also, I'll put in my two cents that the divine/arcane power divide is vastly overrated, and that by the levels spellcasters are making noncasters feel useless, all the primary casters are about equal. The main advantage of the divine casters is not sucking early on. Once the wizard has enough spells to be literally impossible to harm, hp and AC don't matter terribly much anymore. [/QUOTE]
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Worst 3.5 rule from core books?
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