Noumenon
First Post
Or or if you're worried about giving out too much loot, just give low level casters the spells you want them to use and don't worry about how they got them.
I was worried about too much loot. A wand for a second level spell is 4500 gp, a ninth level treasure. I'd have to go with scrolls. The reason I haven't is I feared the caster level check rules, and I didn't want to encourage my PCs to go out and buy high level spell scrolls to solve everything. (In this case I'd have to give out two or three wands, because I am planning on one or two of the boats getting sunk by the shipboard catapult or otherwise blowed up.)
I know where you're coming from when you say "just give him the spell." I'd have few qualms with the idea of just homebrewing a monster that went along on the boat and chewed through wood, for example.
I just don't want to do either of those things yet because I'm not just trying to build fun encounters, I'm trying to have fun myself, and what's fun for me right now is exploring and mastering the rules. I like building all the druids as though I were creating PCs whose job was to be ocean raiders, and picking wild shape and stuff like that is fun because I've never gotten to actually play a druid myself. I like the optimization problem of "you want to make a fun running battle with five boats full of goblins against a caravel, but you only get to use the spells you can afford and still have an EL of 6." But then there's some rules I don't like optimizing within because they don't make sense to me, like these lame Adepts.
If you give them the same spells as a full caster but fewer of them they will be as effective and dominating in combat as a full caster for the first couple of rounds. It would only be in extended fights when they run out of spells that they would be weaker.
You're probably right... a lot of fights I'd hardly care if the creature was a first level with 4 HP as long as I got access to that one Haste or Fog Cloud to make the encounter special.
You know, it's not really the same as the fifteen-minute adventuring day when an NPC blows all his spells, two reasons. One, the next couple encounters probably won't have spell users at all, so you get the same total magic. Two, a party is four times as strong as an NPC. So when a wizard blows his spells, it becomes a total wipeout. When an NPC blows his spells, it just makes the encounter actually worth playing out.