KnightUnneeded's page

3 posts. Alias of Eric Kessler.


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felinoel wrote:
KnightUnneeded wrote:
Mackenzie Kavanaugh wrote:
While I agree that the ability to make infinite use of this sort of item is one of the key unique class features of the Alchemist/Investigator... I am reminded of exactly why it is that, in addition to restricting players from using 3rd party content, I also ban content from any module/adventure path we're not presently playing. If you actually are playing Curse of the Crimson Throne... well... you can thoroughly justify ownership of the item, and you'll have had the spell for re-using potions for three levels now. The GM should have considered this and planned accordingly.
I would say that restricting its availability for that reason would be reasonable on the DMs part.
How would you have it restricted though?

I am fairly lenient with the stuff in the major supplement books because a design team tends to be involved. For the Elixir of Shadewalking, however, I am in the camp of restricting it due to it being a custom item that some author (without worrying too much about balance issues) thought it was a good idea to toss into their module. As such, I would treat as I would any other custom magical item or player creation: check it for balance and allow/ban it accordingly.

I'd be fine with some of the suggestions mentioned above such as limiting the spell to potions/elixirs that are only 1 or 2 levels above what you can currently create for yourself (i.e. are a definite advantage but still within the power level of the stuff that existed at the time that the spell was introduced). So you would still be able to use that particular elixir eventually, just not half a dozen levels earlier than expected.


Mackenzie Kavanaugh wrote:
While I agree that the ability to make infinite use of this sort of item is one of the key unique class features of the Alchemist/Investigator... I am reminded of exactly why it is that, in addition to restricting players from using 3rd party content, I also ban content from any module/adventure path we're not presently playing. If you actually are playing Curse of the Crimson Throne... well... you can thoroughly justify ownership of the item, and you'll have had the spell for re-using potions for three levels now. The GM should have considered this and planned accordingly.

I would say that restricting its availability for that reason would be reasonable on the DMs part.


boring7 wrote:

3.5k for a very specific kind of teleport that takes 2 rounds isn't that big of a deal. The GM is probably doing 2 things:

1. S/he's probably annoyed that you're skipping the "epic overland adventure" like if Gandalf had whistled up a few eagles and just flown straight to Mount Doom.

2. S/he's focusing too much on the fact that it is a 5/6th level spell that you are casting with a 2nd level spell. Sure it takes 2 rounds, but that means nothing when its most common use will be outside of combat anyway.

It is primarily the second case. The impact of having (practically) limitless access to a 6th level spell in a 5th level adventure causes him some distress.