
Anyway, go try and read an advertisement while someone comes at you with a bat. Tell me how far you get with your Concentration check! Lol.
And do it while holding a trash can cover.

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He has a point, though the same could be said about trying to waive your arms, recite a complex series of unintelligible words and pull the correct component from a pouch full of odd knick knacks... so maybe we should disable defensive casting and concentration, since none of us could do it, especially while being smacked about by some ogre... wait... ogre... fantasy... hmmm.Steve wrote:BMD, you must have never tried to one-handed unfurl a scroll!![]()
Anyway, go try and read an advertisement while someone comes at you with a bat. Tell me how far you get with your Concentration check! Lol.
And do it while holding a trash can cover.
except... item usage requires no concentration check... so pretty far id saySteve wrote:BMD, you must have never tried to one-handed unfurl a scroll!![]()
Anyway, go try and read an advertisement while someone comes at you with a bat. Tell me how far you get with your Concentration check! Lol.
And do it while holding a trash can cover.
http://www.d20srd.org/srd/combat/action ... ardActionsActivate Magic Item
Many magic items don’t need to be activated. However, certain magic items need to be activated, especially potions, scrolls, wands, rods, and staffs. Activating a magic item is a standard action (unless the item description indicates otherwise).
Spell Completion Items
Activating a spell completion item is the equivalent of casting a spell. It requires concentration and provokes attacks of opportunity. You lose the spell if your concentration is broken, and you can attempt to activate the item while on the defensive, as with casting a spell.
No one as of yet has successfully and logically explained why then elixirs are okay, but scrolls and potions are “managed.”
I think you’ve helped add weight to the argument that the system lacks balance!!Louvaine wrote: ↑Sat May 04, 2024 5:15 am Allow me to try to explain. Elixirs require investment of 2 feats, 20 skill points at 5 character levels at lowest possible hit die, BAB progression and skill point gain. Whereas the scrolls require one feat granted for free to wizards already. Of course, elixirs don't require your UMD and scrolls do, but I don't think it's about the user, it's about the crafter and how easily they are being produced.
In my opinion, elixirs are already too powerful and it's good not seeing them flipped for profit so much anymore. Scrolls are useful in a niche and can't be counted upon to do what full spellcaster would do with the same spell (good!). Wands are at decent power level, but the entry is too low. 13 UMD is easy to get, considering +2 bonus from spellcraft and +2/+4 from heroism or greater heroism potion. Add to that your charisma and often times we're talking at getting UMD requirement hit before level 5.
Anyway, enough of my ranting.
Elixirs aren't okay, but we haven't yet come up with a way to deal with the problem without pissing people off. But yes, as Louvaine points out, elixirs are at least balanced to some extent by requiring a specialized crafter to create. (Though even then, I want to add XP costs to discourage the use of pocket crafters.)
Although I agree with you most of the times on the changes you do, I must tell you this time that this is unnecessary: people don't do elixirs that much anymore, and those that do rarely make profit for it - not on auctions.