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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="thompsja" data-source="post: 4494279" data-attributes="member: 39371"><p><strong>Epic Spellcasting</strong></p><p></p><p>I count Epic Spellcasting as core, since it is part of the D20 SRD. As a power gamer I love it - you can do an awful lot with it, and really buff up your character.</p><p></p><p>I've posted this on other boards, so bear with me. </p><p></p><p>Assume you've got a 22nd level wizard with a +45 Spell craft. He happens to have a thriving school of magic, and so has thirty spellcasters who can help him in rituals. They provide a 3rd level spell every day for him to cast. </p><p></p><p>The big offender is the fortify seed. With a little time, every Epic spellcaster will have a +5 Inherent bonus to every stat that they want, plus their saves.</p><p></p><p>Then, they cast these:</p><p></p><p>I am SO smart </p><p>Spellcraft DC: 5</p><p>Casting Time: 11 minutes</p><p>Components: V,S</p><p>Range: Touch</p><p>Target: One Creature</p><p>Duration: 420 hours (17.5 days)</p><p>Saving Throw: Will negates (Harmless)</p><p>Spell Resistance: Yes (harmless)</p><p>To Develop: 45,000 gp, 1 day, 1800XP. Seed Fortify(DC 17). Factors: +59 additional bonus, 21x duration Mitigating factors: increase casting time by 10 minutes (-20 DC), 30 additional casters each contributing a 3rd level spell slot (-150 DC).</p><p>This spell increases the target’s Intelligence by 60 points, providing greatly enhanced skills, and vastly increasing a wizard’s spell slots and save DC’s.</p><p></p><p>Your weapons mean nothing to me</p><p>Spellcraft DC: 6</p><p>Casting Time: 11 minutes</p><p>Components: V,S</p><p>Range: Touch</p><p>Target: One creature</p><p>Duration: 720 hours (30 days)</p><p>Saving Throw: None</p><p>Spell Resistance: Yes </p><p>To Develop: 54,000 gp, 2100XP, 2 days. Seed: Ward (DC 14) . Factors: Protected against all three sources (+4 DC) +50 additional damage resisted (+100 DC). Increase duration to 30x (+58),. Mitigating Factors: increase casting time by 10 minutes (-20 DC), 30 additional casters each contributing a 3rd level spell slot (-150 DC).</p><p>This spell wards the target from the first 55 points of damage each melee round. </p><p></p><p>I laugh at your magic.</p><p>Spellcraft DC: 3</p><p>Casting Time: 11 minutes</p><p>Components: V,S</p><p>Range: Touch</p><p>Target: One creature</p><p>Duration: 600 hours (25 days)</p><p>Saving Throw: Yes (harmless)</p><p>Spell Resistance: Yes (harmless)</p><p>To Develop: 27,000 gp, 1080XP., 1 day. Seed: Fortify(Spell Resistance) (DC 27) . Factors: Increase Spell resistance by 22 (+88 DC) 47, Increase duration to 30x (+58),. Mitigating Factors: increase casting time by 10 minutes (-20 DC), 30 additional casters each contributing a 3rd level spell slot (-150 DC).</p><p>This spell provides the target with Spell resistance 47, lasting 25 days. </p><p></p><p>You'll note that each spell has been extended to many days. The caster can cast one of these babies each day, and still have many others to do.</p><p></p><p>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. </p><p></p><p>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. </p><p></p><p>John</p></blockquote><p></p>
[QUOTE="thompsja, post: 4494279, member: 39371"] [b]Epic Spellcasting[/b] I count Epic Spellcasting as core, since it is part of the D20 SRD. As a power gamer I love it - you can do an awful lot with it, and really buff up your character. I've posted this on other boards, so bear with me. Assume you've got a 22nd level wizard with a +45 Spell craft. He happens to have a thriving school of magic, and so has thirty spellcasters who can help him in rituals. They provide a 3rd level spell every day for him to cast. The big offender is the fortify seed. With a little time, every Epic spellcaster will have a +5 Inherent bonus to every stat that they want, plus their saves. Then, they cast these: I am SO smart Spellcraft DC: 5 Casting Time: 11 minutes Components: V,S Range: Touch Target: One Creature Duration: 420 hours (17.5 days) Saving Throw: Will negates (Harmless) Spell Resistance: Yes (harmless) To Develop: 45,000 gp, 1 day, 1800XP. Seed Fortify(DC 17). Factors: +59 additional bonus, 21x duration Mitigating factors: increase casting time by 10 minutes (-20 DC), 30 additional casters each contributing a 3rd level spell slot (-150 DC). This spell increases the target’s Intelligence by 60 points, providing greatly enhanced skills, and vastly increasing a wizard’s spell slots and save DC’s. Your weapons mean nothing to me Spellcraft DC: 6 Casting Time: 11 minutes Components: V,S Range: Touch Target: One creature Duration: 720 hours (30 days) Saving Throw: None Spell Resistance: Yes To Develop: 54,000 gp, 2100XP, 2 days. Seed: Ward (DC 14) . Factors: Protected against all three sources (+4 DC) +50 additional damage resisted (+100 DC). Increase duration to 30x (+58),. Mitigating Factors: increase casting time by 10 minutes (-20 DC), 30 additional casters each contributing a 3rd level spell slot (-150 DC). This spell wards the target from the first 55 points of damage each melee round. I laugh at your magic. Spellcraft DC: 3 Casting Time: 11 minutes Components: V,S Range: Touch Target: One creature Duration: 600 hours (25 days) Saving Throw: Yes (harmless) Spell Resistance: Yes (harmless) To Develop: 27,000 gp, 1080XP., 1 day. Seed: Fortify(Spell Resistance) (DC 27) . Factors: Increase Spell resistance by 22 (+88 DC) 47, Increase duration to 30x (+58),. Mitigating Factors: increase casting time by 10 minutes (-20 DC), 30 additional casters each contributing a 3rd level spell slot (-150 DC). This spell provides the target with Spell resistance 47, lasting 25 days. You'll note that each spell has been extended to many days. The caster can cast one of these babies each day, and still have many others to do. 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 [/QUOTE]
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