Neall Raemonn Price
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I'd actually think that taking a staff with mostly spells that aren't on your spell list would be the entire point, given that you can charge the staff so long as you've got one spell that the staff uses.
I mean, nowhere in the bolded section does it say you need to have all of the staff's spells on your spell list and be capable of casting them all, just so long as you've got one of the ones the staff contains and a spell slot equal to the highest level of the staff's spells.
For me, I like staves a lot. Yes, they're a tad complex. No, they're not great from the perspective of the 15-minute adventuring day. But given downtime of a week or a month, or even longer than a few days, they become extremely useful.
| pipedreamsam |
For me, I like staves a lot. Yes, they're a tad complex. No, they're not great from the perspective of the 15-minute adventuring day. But given downtime of a week or a month, or even longer than a few days, they become extremely useful.
This is a bit off topic, but I find that the 15 minute adventuring day ruins a lot of the games inner workings and just becomes a min-maxers paradise. That is why I eliminated it in my games, now I do at least 8 encounters per day of adventuring with the most common days being eight CR = APL-2 Encounters. Works wonderfully I can really see my players stretching to extend their and think tactically.