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Hello,

I have a few subscriptions, I'm very happy with them, but my credit card expires in February.

I tried to find where to change the expiration date, or to enter a new payment method (without buying a duplicate subscription). I played with the "edit" payment method button. I also looked under most of the links in "my account", but I wasn't able to figure it out :(

I received my new credit card, and all the information is the same, but the new expiration date is 02/2011. If you could show me where to change this info I'd really appreciate it.

Thanks for the help!


Hello,

I have a gift card with $10.56 on it. Is there any way I can use it, and a second form of payment to pay for a single order?

Plan B: do you have anything that costs $10.56?

Regards


I don't like that it costs XP to make things. Can you select which memories you lose when you make an item? "I learned how to bake a cake last week, but I'm going to have to learn again because I want to make an invisibility scroll"

If experience points represent experience, then I don't think they should be "spent" on anything but the character itself. I read through a few threads in the archives that discussed XP cost alternatives, there were some good ideas there.

I haven't decided how I'll handle item creation yet, but I wanted to ask the pro-XP cost crowd (or anyone who uses the XP cost rules, actually) how they handle potions, scrolls, wands, or similar non-renewable magic items (sure you can recharge wands, but you know what I mean).

It's one thing to dump XP into an item that will persist, like a weapon, or armor, but if you lose precious XP to make a potion, and then you drink the potion, where did the XP go? And why would anybody ever make these throw away items. Wouldn't you just save your XP up for permanent items?

I don't know the exact cost, but for example, wouldn't it be much better to make a ring of wizardry instead of a wand that had 50 shot of the same level spell? Sure other characters, like rouges, could then use the crafted items, but I'm not wasting my XP so some thief can shoot a few fireballs. And even in that case, I think it would be pretty rare for a wizard to trust a non-arcanist with the ability to cast spells.

The wizard had to study and research to learn these secrets. What about responsibility, esprit de corps, egotism. The whole "I had to work hard to learn this stuff, why should I give this ability to some moke who doesn't even understand the basic philosophy tied to weilding raw reality altering power."

My problem with the whole XP cost thing is: the rule part balances nicely, but the fit into the story aspect needs some thought.

Economically I think there would be no scrolls, wands, or potions at all. Or they'd be so rare that most people wouldn't know what they were. I don't want this to slide into another "XP cost alternative" thread, I'd just like to hear thoughts on non-renewable magic item creation and proliferation in the game world. I value the opinions I've seen on these boards, and I look forward to your replies.


My current gaming group hasn't had more than two or three sessions in the past two years. I am still interested in playing, and so are one or two of my friends, but most just don't have the time or interest anymore.

With people moving away, having kids, busy with job and other hobbies, there's not enough of us to hold a game together. I was wondering how often other people have changed gaming groups. (or how often they have played with new players)?

We invited a few players we found on assorted message boards (or the cork board down at the FLGS). Two out of three times they were loonies. Sadly, the third time we were the loonies (some guys we don't play with anymore scared off a very good player).

Where would you look for new players/groups? I didn't get any answers from the 'gamer connection' people I replied to.

P.S. Grimcleaver do you have an open seat at your table?


I'm new to DnD 3rd edition. I just bought a bunch of DnD 3rd edition stuff, and I've been reading through it. I like to play elves, but one of the things that always bothered me was their starting age.

In the races of the wild book, they say an elf reaches maturity around twenty-five or so (about twenty for humans).

I think there is something strange about that. The elf takes, for example, 143 years to build a set of skills the human builds in seventeen to twenty years.

That would be okay, if the elf continued to learn at this slower pace. But all of a sudden, once he starts adventuring, the elf's cranking out the skill points.

Our house rules say an elf starts off near the same age as the other characters. An elf lives longer, but I never understood why this plus one hundred year old creature lacked life experience?

Shouldn't a one hundred plus year old creature have one hundred plus years of knowledge? I'm just curious how other people deal with this?