Spells with Gold costs.
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- Wolfrayne
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Spells with Gold costs.
So after a bit of a discussion on Discord and some thought i would like to formally put forward to have the gold cost of spells such as Teleport removed completely.
Honestly there is no real reason to have a cost associated with the spells, They already have a chance to fail and the gold cost doesnt really do anything but become a nuisance. we have a cost for teleport and dimension doors? why not for Planar ally summon spells (as per PNP) or for raise dead. Why do some spells have a cost but not these others? balance? where is the logic in that.
Remove the gold cost from spells. It really isnt needed.
Honestly there is no real reason to have a cost associated with the spells, They already have a chance to fail and the gold cost doesnt really do anything but become a nuisance. we have a cost for teleport and dimension doors? why not for Planar ally summon spells (as per PNP) or for raise dead. Why do some spells have a cost but not these others? balance? where is the logic in that.
Remove the gold cost from spells. It really isnt needed.
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- Ariella
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Re: Spells with Gold costs.
Originally these spells had a cooldown and gold cost because they eliminate the role play of meeting someone on the road. Suppose the question really comes down to is that still a goal.
- Wolfrayne
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Re: Spells with Gold costs.
Cooldowns i can understand. But the gold cost isn't serving any purpose at all. Especially to anyone with a lot of gold. all it does it harm those who haven't had the time to collect as much money as others.
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- Steve
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Re: Spells with Gold costs.
Spells in D&D often have components that are consumed in the casting. This by design to balance out the power of such spells, through first acquiring such components then consuming them. A costly affair.
NWN2 didn't faithfully include this in the CPRG design, unfortunately.
Though I'm surely in the minority, I'd like to see spell costs be applied to all spells that require it, in 3.5e. I think such a change would greatly balance out the overuse of Magic on BGTSCC (at least put casting in par with builds that MUST use consumables in order to adventure).
https://s3.amazonaws.com/st33d/dnd/components.pdf
NWN2 didn't faithfully include this in the CPRG design, unfortunately.
Though I'm surely in the minority, I'd like to see spell costs be applied to all spells that require it, in 3.5e. I think such a change would greatly balance out the overuse of Magic on BGTSCC (at least put casting in par with builds that MUST use consumables in order to adventure).
https://s3.amazonaws.com/st33d/dnd/components.pdf
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- Ariella
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Re: Spells with Gold costs.
This might be one of the few things we agree on Steve. I would add eschew materials and casting components, though for the sake of inventory space i would likely do 1 component for each spell level, with a few spells like raise dead or stone-skin requiring their components. That said teleport has no component in 3.5Steve wrote: ↑Sun May 05, 2019 3:47 am Spells in D&D often have components that are consumed in the casting. This by design to balance out the power of such spells, through first acquiring such components then consuming them. A costly affair.
NWN2 didn't faithfully include this in the CPRG design, unfortunately.
Though I'm surely in the minority, I'd like to see spell costs be applied to all spells that require it, in 3.5e. I think such a change would greatly balance out the overuse of Magic on BGTSCC (at least put casting in par with builds that MUST use consumables in order to adventure).
https://s3.amazonaws.com/st33d/dnd/components.pdf
- Wolfrayne
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Re: Spells with Gold costs.
While i agree with whats said it would be fruitless and just add another chore to do for those without the feat or require sacrificing a feat for no real reason other than to mirror pnp. The balance here should not always be whats accurate but what is fun that ultimately wont have a major downside.
Unless you plan on wiping all the gold on the server and making everyone start over adding more costs to spells would only make the problem worse for those less financially built. Adding a cost now wont stop people "abusing magic"
Remove spell costs entirely. There is no need to have them on our server.
Unless you plan on wiping all the gold on the server and making everyone start over adding more costs to spells would only make the problem worse for those less financially built. Adding a cost now wont stop people "abusing magic"
Remove spell costs entirely. There is no need to have them on our server.
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Mallore
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Re: Spells with Gold costs.
I would just spam teleport if it didn’t cost anything. My Drow frosty would be on the surface constantly. Free instant travel to the surface. No need to run 
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- Deathgrowl
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Re: Spells with Gold costs.
At least remove the gold cost from Dimension Door. Shadowdancer, monk and thief acrobat get this stuff for free and can do it all day every day.
And Steve: Teleport doesn't have a cost in PnP.
And Steve: Teleport doesn't have a cost in PnP.
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- Moltrazahn
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Re: Spells with Gold costs.
I'd personally prefer things to stay as is.
However, if a system should be made... I'd do the following.
1: All spells that require material components, should require said components (or server equivalent ones that are attainable). This means that casters would actively have to engage in trade and harvesting these things from the game world. Need some flowers from a bog? better go get some! - Would also give an increased focus on the crafting/natural skills, as "harvesters" could become an actual lifestyle for players.
2: Introduce the Eschew Spell feat. Taking this feat will give you an ability toggle. When toggled, you no longer need the specific components but can use gold as a substitute.
3: Like some foci allow you to do, by wielding them, you could ignore component cost for certain ranges or specific spells.
This would in essence, prevent the spammable spell-style we have now and introduce a more focused style of gameplay for casters.
However, given many mobs are also prone to spamming spells. NPC's too should suffer these component consequences
.
No more spamming Mords or hellball, because it's a costly thing to do. And where monsters usually dont have to conserve spells (because they die if they don't go all in), it could challenge the current playstyle of magic users... not to mention, make non-magical builds more appealing.
In conclusion tho', it would just make casters more time-consuming and "pay-to-win" minded... As you'd have to go out of your way to attain gold, for either component or as substitutes.
However, if a system should be made... I'd do the following.
1: All spells that require material components, should require said components (or server equivalent ones that are attainable). This means that casters would actively have to engage in trade and harvesting these things from the game world. Need some flowers from a bog? better go get some! - Would also give an increased focus on the crafting/natural skills, as "harvesters" could become an actual lifestyle for players.
2: Introduce the Eschew Spell feat. Taking this feat will give you an ability toggle. When toggled, you no longer need the specific components but can use gold as a substitute.
3: Like some foci allow you to do, by wielding them, you could ignore component cost for certain ranges or specific spells.
This would in essence, prevent the spammable spell-style we have now and introduce a more focused style of gameplay for casters.
However, given many mobs are also prone to spamming spells. NPC's too should suffer these component consequences
No more spamming Mords or hellball, because it's a costly thing to do. And where monsters usually dont have to conserve spells (because they die if they don't go all in), it could challenge the current playstyle of magic users... not to mention, make non-magical builds more appealing.
In conclusion tho', it would just make casters more time-consuming and "pay-to-win" minded... As you'd have to go out of your way to attain gold, for either component or as substitutes.
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Mallore
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Re: Spells with Gold costs.
Shadow Jump needs it’s cool down massively reduced.
It would be cool to see teleport have no gold cost if it had a cool down. Even on fail it still triggers the cool down. Making for an interesting rp. “We gotta escape. Oh oh teleport failed. Ugh. I can’t summon the energies for another hour. Aaahhhh run!!”
It would be cool to see teleport have no gold cost if it had a cool down. Even on fail it still triggers the cool down. Making for an interesting rp. “We gotta escape. Oh oh teleport failed. Ugh. I can’t summon the energies for another hour. Aaahhhh run!!”
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- Kaeldre
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Re: Spells with Gold costs.
I like the idea of spells requiring spell components to cast, but I dont think we should punish casters too much. Arcane casters in particular are known to have it harder to level up compared to any ranged/melee character. Additional costs to most spells would make for a strained experience. In essence, I think it would lower the quality of life aspect in roaming the wilds and dungeons. We have to remember that we are still playing a game. Thusly, we want to balance lore with in-game experience.Ariella wrote: ↑Sun May 05, 2019 4:10 am This might be one of the few things we agree on Steve. I would add eschew materials and casting components, though for the sake of inventory space i would likely do 1 component for each spell level, with a few spells like raise dead or stone-skin requiring their components. That said teleport has no component in 3.5
My proposal would be to implement spell components as a requirement when casting higher level spells solely. The primary role of dedicated spellcasters is buffing their team members when adventuring. Most useful buffs are in the lower echelons of spell levels. Thus, we would not discourage warding your fellow companions. I think we might find an inherent reluctance among players to do so otherwise.
Additionally, I strongly believe in keeping in-game mechanics simple and straightforward. Instead of creating several different spell components I would advocate for the creation of a single one. Then, instead of higher level spells requiring other more expensive spell components, they would simply require more of them. This would also conserve inventory space, something casters are already having trouble with due to runes.
I feel like we are derailing the conversation somewhat, however. Maybe we should create a separate suggestion for this topic.
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Re: Spells with Gold costs.
I don't really like the idea of having a 'arrows 2.0' aka spell components for all spells. It would have to be properly implemented to add flavor instead of just being another annoying thing you have to keep track of.
Also, if the cost of gold were removed from teleport I imagine people would start teleporting from the muse to the campfire, from the campfire to Sourcerous Saundries etc as most people are extremely lazy (me being one of them). I'm not fully against the idea
Also, if the cost of gold were removed from teleport I imagine people would start teleporting from the muse to the campfire, from the campfire to Sourcerous Saundries etc as most people are extremely lazy (me being one of them). I'm not fully against the idea
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Re: Spells with Gold costs.
The ultimate in laziness was when Fingal teleported from upstairs in the Twilight Rose to downstairs, rather than walk 30 feet.
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