| Post/Author/DateTime | Post |
|---|---|
| cycloptic_squirrel06-21-07, 12:20 PM | I played an APL 2 the other night with a wizard and pulled out several scrolls over the session. I just pulled out anything I had and the situation called for. After the session was over I added up everything that was consumed, and since most of it was 1st level scrolls, it only ended up being around 200 gp if I were to replace everything (a bit less since I can/will scribe some), but led to an interesting question: how much should I be consuming? I don't mind using consumables, that's why I bought them. I enjoy being able to pull our the right item at the right time. I even used a scroll or two when I didn't think I'd have to, just because it was cheap and wanted to make sure we had the fight locked in. I'd much rather play somewhat freely with my items than scrounge every penny, but at the same time would rather have a permanent item over a few cool one shot items. Most of my characters seem to be using around 5-10% of their income on consumables and its in line with my expectations; this new wizard I'm playing has been having a much higher rate, around 20-30%, though I'm not sure the trend will continue as he climbs levels. What rate of consumption do you strive for and what rate do you end up with? |
| Samwise06-21-07, 12:44 PM | My wizards had a high consumable use rate until about 4th level, then they began to taper off. It is very directly tied to the number of spell slots you have available. At 1st level, two or three spells per day is simply not going to cut it, especially if all of the encounters happen the same day. Once you hit about 8 spell slots, including "renewable" slots via pearls of power, you will need much less in the way of consumables. You also begin to hit a signficant duration/effect bump that makes most spells cast through consumables less than useful. A 1st level magic missile is a very poor use of resources at APL 6, and a 1 hour mage armor isn't that much more useful. Instead you will want to shift to very short or very long duration utility consumables like detect magic, read magic, comprehend languages, endure elements, or knock. The short ones don't need to last longer, and a 24 hour duration spell is long enough and you often don't need to use a pearl of power to get it back multiple times. |
| Cardinal Teplin06-21-07, 12:47 PM | What rate of consumption do you strive for and what rate do you end up with? Strive for? 0% I don't use a consumable unless I have to, or more precisely unless there is no better or equal effect I can achieve without using one. I see using consumables as a sign that my character is not adaptable enough. I tend to design characters that are as a adaptable as possible. Achieve? Most mods I don't use any. Some mods we get caught without the right skills/abiltiies in the party, and I end up using multiple consumables, generally about 100gp worth. Wands of cure light wounds, alchemist's fire, oil of bless weapon and flasks of oil are my favourites. I almost never use scrolls. So per mod, about, 10-25gp on average. Which works out at about 2-4% per mod. So: Strive for 0% Achieve about 2-4% |
| Mattastrophic06-21-07, 01:14 PM | I also strive for zero. My own caster, with 109 ARs, has used a grand total of two scrolls of See Invisibility over his entire career. The Lesser Maximize rod has proven to be better than anything consumable he could've bought. -Matt |
| Timlagor06-21-07, 01:30 PM | I go for 0% too. From that perspective I find XenDrik very liberating (consummables are considerably more expensive but once you have them they get replaced every adventure so youmight as well use them freely). The LG gold caps are also calculated on the assumption that you won't spend any money on consummables. I don't stint on curing out of combat and there are some spells I only carry on scrolls (though See Invisibility quickly earned a prepared slot) |
| Biota06-21-07, 01:35 PM | Sure in an ideal world you will not use consumables. But that doesn't mean you shouldn't have them available and be willing to use them in case of emergency. Depending upon your capabilities/class you should probably have some consumables available, e.g. melee characters should have oil of magic weapon until they have a magic weapon. As a wizard you can make scrolls on the cheap, so if you don't mind spending some TUs put some situational/utility/emergency spells on scrolls and then you can memorize other things. Here are some spells that I think make good first level scrolls Comprehend Languages, Endure Elements, Detect Secret Doors, Enlarge Person, Magic Weapon, Protection from Evil. |
| Mattastrophic06-21-07, 01:39 PM | Here are some spells that I think make good first level scrolls Comprehend Languages, Endure Elements, Detect Secret Doors, Enlarge Person, Magic Weapon, Protection from Evil. Nahh, just leave some L1 slots open and memorize when the time comes. If you get that feeling that, say, charms are going to come into play, then memorize the ProtEvil. -Matt |
| Howie2306-21-07, 01:44 PM | What rate of consumption do you strive for and what rate do you end up with? I don't strive for anything in particular, but I do use consumables freely. This is particularly true for primary spellcasters, but also for my archer when he is in a situation where he is ineffective as a damage dealer. All four of my characters have scribe scroll, so it doesn't hurt as much. I've previously discussed that my PCs tend to be behind the GP curve. This is part of the reason, but only accounts for about 20% of the shortfall. For primary casters, you very often are going to end up with a durable crafting feat, which will make up some of the gp agony. In the low levels, scrolls are very viable to get additional actions to the table when spell slots are low. For those who have stated they strive for zero consumption, how about happy sticks? If zero consumption is a stated goal, than healing is light. I'm not trying to revive the "who's got the wand" discussion, but someone's gotta pay. :) David |
| Mommy was an Orc06-21-07, 01:53 PM | What rate of consumption do you strive for and what rate do you end up with? I generally initially strive for 10% - I expect to spend 10% in some fashion during the mod. Oil of Magic Weapon, Wands of CLW, Scrolls of X, etc... Then I try to replace them with magic items that always(or often) cover that function and decrease from there. Magical weapons, Pearls of Power 1st, etc...my Bard and Monk/Sorcerer have both crafted Pearls of Power to hand to others in the party. Over time, they're exceptionally efficient wealth generators Usually, I end up spending 0% unless there was a critical need for an unusual scroll. The problem with actually targeting 0% is that it puts the onus on the Cleric of the party to provide healing with his consumables. If you play 0% consumables and have lots of trouble scrounging up a cleric in your region, it isn't a coincidence... |
| Mattastrophic06-21-07, 01:57 PM | If zero consumption is a stated goal, than healing is light. I'm not trying to revive the "who's got the wand" discussion, but someone's gotta pay. :) If you pick up tons of Pearl Is instead, and make sure to travel with people cast Lesser Vigor, then no one has to pay. -Matt |
| Timlagor06-21-07, 02:01 PM | We tend to buy important consummables early and use them rarely. Ideally healing will be covered from spell slots and I prefer PoPs to supplement it but that doesn't mean I don't carry a Wand of CLW |
| Lupo06-21-07, 03:10 PM | I played an APL 2 the other night with a wizard and pulled out several scrolls over the session. I just pulled out anything I had and the situation called for. After the session was over I added up everything that was consumed, and since most of it was 1st level scrolls, it only ended up being around 200 gp if I were to replace everything (a bit less since I can/will scribe some), but led to an interesting question: how much should I be consuming? I don't mind using consumables, that's why I bought them. I enjoy being able to pull our the right item at the right time. I even used a scroll or two when I didn't think I'd have to, just because it was cheap and wanted to make sure we had the fight locked in. I'd much rather play somewhat freely with my items than scrounge every penny, but at the same time would rather have a permanent item over a few cool one shot items. Most of my characters seem to be using around 5-10% of their income on consumables and its in line with my expectations; this new wizard I'm playing has been having a much higher rate, around 20-30%, though I'm not sure the trend will continue as he climbs levels. What rate of consumption do you strive for and what rate do you end up with? at low levels the wizard has the bonus of writing his own scrolls, just burn them when needed, they cost near to nothing. i would love if my characters spend as few consumables as possible - BUT - due to very unlucky party composition lately my wizard 4 ended up with less money out of some adventures than he started with. i hope to be able to reduce this with some more levels :) the problem pops up if a character ends up as the primary caster of some type at a table where he has to play way up (playing at APL 6 with a fourth level wizard is no fun) and the other players at the table were partly - suboptimal - a sorc 3/druid 4 going for arcane hierophant without a lot of consumables and not at all into buffing anything but his pet . . . . and my known spells weren't as helpful either, as one of the fighters was small and the other a dex monkey, so my enlarge person was of no use, both of them had str boost items, and were way to far away when i was about to cast magic weapon on their swords . . . oh, and avoid players who do not bring any consumables at all, or try to talk you into using your options for them. a frontliner should bring along scrolls of mage armor (monk, ranger, rogue), magic weapon and at least a potion and a scroll of CLW. ciao martin m. |
| Mommy was an Orc06-21-07, 03:51 PM | the problem pops up if a character ends up as the primary caster of some type at a table where he has to play way up (playing at APL 6 with a fourth level wizard is no fun) I do shift the consumable burn rate way up if I expect to get more gold from doing so - as an example, my Bard often played up 2 at 8th to APL 10. So I'd buy consumables that I'd expect to use if I were a level or 2 higher. First mod, I bought 2 scrolls of Haste. Next mod, some more useful scrolls. I figured that each mod, I was getting essentially about 800 gold more than expected, so I put it directly into consumables. I still didn't really have to end up using them, but I now have them for when I need it. |
| solbergb06-25-07, 06:29 PM | What rate of consumption do you strive for and what rate do you end up with? I use consumables as a buffer against the x/day abilities, with the goal of being able to contribute in my primary role even when my permanent items or class abilities are not useful or "done" for the day. Warriors don't want to be shut down by the wrong DR, so anything consumable that defeats DR should be taken until you have a weapon that does the job (and maybe even after then, as a backup if your main weapon is not available or to pass out to a friend with less foresight). At higher levels, a warrior might not want to stay blind, stay enfeebled or rely on a spellcaster to make him fly, and will have a few pricy potions that he almost never uses-but uses without heasitation once the situation comes up. Spellcasters start out very short on spell slots and the arcanists also start out with very few spells known. If you don't want to be a commoner with a crossbow for your first few levels most of the time, you need a lot of L1 scrolls. The happy thing is that when the scrolls start getting expensive, it becomes increasingly rare that you run out of main spells, so you cut down on even the cheap L1 scrolls and just have a scattering of L1-L2 stuff, with one or two L2-3 scrolls that are especially important (I think dimension door and freedom of movement top the list for L4 uses that I've seen, but it depends on the character) In general after the first couple levels the only thing you want to burn routinely is cheap healing wand charges, but you should not freak out when on one bad adventure you go through 2/3 of the gold cap in consumables. It's cheaper than being dead. I think of consumables as insurance really, and when they're used, the insurance 'payed out'. But then my premiums rise (I gotta replace them). At higher levels you won't even notice the 20-25gp type consumables even if used several times and at level 15, some people increase the burn rate a lot, figuring what the heck, they're retiring soon anyway, and they've already got the main toys they want. I think people who don't buy and use consumables when they're needed are being penny-wise and pound-foolish. I've seen many situations where, basic, ordinary, mid-range consumables such as a scroll of silence or glitterdust or oil of bless weapon would have taken all the danger out of an encounter and instead the party got hammered, including losses of animals and sometimes equipment that greatly exceeded the cost of the consumable nobody had. I've not had this happen at my table but I've had a couple local DM's tell me stories of people who bled out at their tables because nobody had a POTION of cure light wounds...and all the wand-weilders were incapacitated. One single death that isn't covered with over-cap pays for more consumables than most of my characters burn in their entire career. (I have one sorceress who for thematic reasons can't learn dimension door. Until her cohort can cast it, her burn rate is unusually high, she might crack the 5000gp limit by level 15...without her it would be "more than any of my characters earn") |
| Some_call_me_Tim06-25-07, 07:32 PM | The problem with actually targeting 0% is that it puts the onus on the Cleric of the party to provide healing with his consumables. If you play 0% consumables and have lots of trouble scrounging up a cleric in your region, it isn't a coincidence...Amen Brother! :clap: I just played in an interactive where I was burning through scrolls at a prodigious rate just to keep the party alive. Lost money on that adventure. It's good you don't want to rely on consumables but you should have enough consumables to take care of yourself (i.e. wand of cure light wounds, potion/scroll of remove disease). Nothing worse than a whiny barbarian who wants healed after a fight but doesn't carry anything to help himself. I tend to avoid using them, but when desperate times call for desperate measures.... |
| solbergb06-25-07, 08:41 PM | Yeah, my tanks usually have stuff for their own healing by level 2-3. (ok, I've got one saving up for his good heavy armor - but that will cut down on healing too! I'll try to work the clw wand in before level 4) My arcanists tend to #1 not take much damage and #2 burn enough consumables saving the party that they don't feel compelled to pick up the wand of CLW until their own consumable burn has dropped (level 6ish) Anyone I have that can use a wand of CLW tends to make it an early priority, except my favored soul, who has yet to run out of healing spells out of his head. He gave away all his scrolls of clw to underequipped fellow clerics in the baby levels and decided if he bought a wand, he'd just be passing that out too. He has a kind of "arcanist" thing in that a number of cleric spells that are "expected" he has only in scroll form, so he burns his fair share of consumables anyway. |
| DuctShuiTengu06-26-07, 03:37 PM | I generally aim for "These are the things I want to make sure I have" rather than "This is how much I want to spend," though if I find that I'm spending a lot on keeping up with those standards, I'll start looking for ways to fix it. If it's something that comes up fairly often, I try to get a wand, or a non-consumable version of it (grabbing a silver weapon rather than relying on silversheen, for instance). If it's something that rarely comes up, I'll leave it at having an oil or potion of it. When I get low on something or run out, if I still can't get a more permanent alternative (or if it isn't cost-effective to buy a permanent version), I buy more. And if the potion of fly that I bought sits at the bottom of my pack for a year gathering dust, well... if I need it again, I'll be glad I have it, and if I never need it, I won't be spending money to buy a replacement. |
| JamesMaissen06-26-07, 04:53 PM | Rather than set a guideline on how much I wish to spend in a given mod, I group the consumables that I carry into categories. The first category is panic button. This is the expensive, let me think whether death is really worse than using this up kinda thing. Also one time favors tend to fall into this category (as I'm stingy with them). The next category is special occasions. They can be a bit pricey, but when the situation really calls for it then I have it to pull out. I don't use them mindlessly or with relish when the situation crops up.. but they are there for when they can really swing the tide of things. The last category is everyday use. These I use when the occasion calls for it as easily as I might spend upkeep or shoot an arrow. The purpose in having them is to be used and they get used. If the PC is a low level wizard it includes scrolls of magic missiles (for my yay! team actions). You then let the price of the consumable relative to what you are earning help you in determining which category each item will fall into. As long as you don't confuse things then you have extended the breadth and usefulness of your character. If you do confuse things and blow expensive consumables as if they are cheap then you will tend to think that consumables aren't worth it and look to avoid them. -James |
| KShaver06-27-07, 10:00 AM | Yeah, my tanks usually have stuff for their own healing by level 2-3. (ok, I've got one saving up for his good heavy armor - but that will cut down on healing too! I'll try to work the clw wand in before level 4). My tank waited until late 5th to buy a wand, until then I always carried at least a couple of potions and a couple of scrolls to keep costs low until the armor/weapon situation was where I wanted it to be. It worked, up until RHoD I almost never took enough damage in a fight to even be concerned with needing healing afterwards. |
| solbergb06-27-07, 01:06 PM | You then let the price of the consumable relative to what you are earning help you in determining which category each item will fall into. Yeah...that's the kind of thinking I do too. Most wands (that I payed 50 charges on) are in the "use it without thinking" as it is a sunk cost, and it's a rare wand that burns out before retirement. (my wands of enlarge person on my L11 and L14 characters just burned out, and only because I burned 20 charges on each character keeping somebody large for extended periods in a single module) |
| Timlagor06-28-07, 12:07 AM | There's an important distinction between "amount you intend to use" and "amount you buy just in case". |
| katrick06-28-07, 01:20 PM | Would you not buy a seatbelt cause you think you won't crash? Buy em, burn em! Potions of Gaseous Form Scrolls of Death Ward Silent Image, it's concentration, you can hide all day for 25gp Flame Arrow for archers Potion of Mage Armor for monks Comprehend Languages Water Breathing and of course the Alchemicals If you aren't a caster then buy PoP's, (lsr rest is a 1st for Pallies) if you cast, then you can buy 40 scrolls for the same price and they take the same amount of time to use. As you'll most likely have memorized the spells that scale with levels. katrick |
| Madfox1106-29-07, 04:05 AM | I would have expected something that makes you fly by APL 6+... I have seen several near TPKs or at least PCs' deaths because there was no body that could fly (or only after several rounds). A potion of fly is one of those items that you should carry, because if you need it, you really do. Another would be a potion or scroll of remove blindness especially at APL 4. I have seen PCs being blind a whole adventure because of a blindness spell without a caster high enough (or a NPC within reach) for the counterspell. |
| Cardinal Teplin06-29-07, 07:13 AM | Would you not buy a seatbelt cause you think you won't crash? Buy em, burn em! Sure I'd buy a seatbelt. But I wouldn't the go around crashing just because I had one. You have to replace a seatbelt after a serious crash, and my aim would be to buy the seatbelt once and then not crash, ever. Of course it doesn't work out that way in practice, but in general I save consumables for when I'm desperate, not for when I need a slight edge. |
| Ira_Dei06-29-07, 02:02 PM | My main character in LG is a fighter. And I always carry my own healing (wand, potions and several scrolls). And I expect the party cleric (if we have one) to heal me, because the same cleric expects me to stand in front of him and take it so that they don't get hit. And I use my consumables when i think the cleric's spells might be better used as they are. My biggest use of consumables has been on other people - out of three scrolls of restoration (thank you, Core access!), I've used one on me and two on others. And given that I can't get Scribe Scroll, CWI or CA&A, I don't see why the casters can't suck up some consumable costs now and again? Sorry this turned out to be a rant, I appear to have some pent up anger. Love for the clerics (and my own pet wizard, McBain). :ayyyy!: |
| Some_call_me_Tim06-29-07, 09:25 PM | I don't see why the casters can't suck up some consumable costs now and again?I hope my post didn't come off as a rant either. Now and again as a cleric, I do expect to use my scribe scroll feat and eat the cost associated with it. The only problem I have is the expectation that you will provide all the consumables required for healing. As you have found, a significant portion of PCs don't have ways to help themselves. I will use every spell I have to help heal the party but when you might need three or four remove disease spells you should be able to expect that at an APL 8 or 10 table that someone besides the cleric might actually have invested gold to keep a scroll or potion handy. |
| _metz_06-30-07, 02:50 AM | I don't see why the casters can't suck up some consumable costs now and again? That attitude usually results in why so many people refuse to play clerics. "You're the cleric right? heal me! use those wands you have, I needed to spend all my money on my axe!" I personally am sick of having to Use MY emergency scrolls of Restoration etc during the heat of battle to save other people. After several adventures at APL 6 or above where I made about 200 gold on each one, I told several players that I wouldn't adventure with them anymore if they didn't pay for such items in the future. I was accused of not being a team player. I told them that if they expected me to use my consumables on them all the time, then I wouldn't buy anymore, and use my own spells to heal myself. Next time the cop Mummy Rot, they better hope there are withing a short walk of a an NPC who could cast it for em, cos If I haven't prepared a remove curse, that's what you get. |
| control freak07-02-07, 12:41 PM | i play a cleric and i refuse to buy consumeables, i just use spells per day to heal people and buff i tell them if they need healing above my cap buy it because after all its not evil to not use consumeables when you dont have them;) |
| solbergb07-02-07, 01:09 PM | i play a cleric and i refuse to buy consumeables, So when you are bleeding out and only the barbarian can get to you, you don't have a potion of clw handy for him to pour down your throat? (I encounter people like this from time to time. They can get into a remarkable amount of trouble that 50gp would have prevented) |
| TWG_Prometheus07-02-07, 01:51 PM | That attitude usually results in why so many people refuse to play clerics. "You're the cleric right? heal me! use those wands you have, I needed to spend all my money on my axe!" I personally am sick of having to Use MY emergency scrolls of Restoration etc during the heat of battle to save other people. After several adventures at APL 6 or above where I made about 200 gold on each one, I told several players that I wouldn't adventure with them anymore if they didn't pay for such items in the future. I was accused of not being a team player. I told them that if they expected me to use my consumables on them all the time, then I wouldn't buy anymore, and use my own spells to heal myself. Next time the cop Mummy Rot, they better hope there are withing a short walk of a an NPC who could cast it for em, cos If I haven't prepared a remove curse, that's what you get. There's a lot of over-reacting going on here, folks. This poster was quoting a poster that had stated that they DO carry consumables and they use them on other people. That poster appared to be over-reacting to some notion that casters are saying that they shouldn't ever provide consumables for others. I don't think anyone is saying any of those things. Certainly not the majority of posters in the thread. Try to understand each other a little before you go on a rant, please. Feel free to give anecdotes about players in your area, but don't misquote others participating in the thread. |
| control freak07-02-07, 02:18 PM | So when you are bleeding out and only the barbarian can get to you, you don't have a potion of clw handy for him to pour down your throat? i dont buy consumeables but i did get 2 CLW potions for free from an AR favor :D so its all good |
| KShaver07-02-07, 03:20 PM | Next time the cop Mummy Rot, they better hope there are withing a short walk of a an NPC who could cast it for em, cos If I haven't prepared a remove curse, that's what you get. You could always remove it for them the next day. |
| solbergb07-02-07, 05:31 PM | i dont buy consumeables but i did get 2 CLW potions for free from an AR favor :D so its all good well ok then :) |
| awroe07-02-07, 05:43 PM | You could always remove it for them the next day. Or cast Resurgence... |
| Some_call_me_Tim07-02-07, 06:49 PM | You could always remove it for them the next day.I think metz was referring to the ruling of some judges that the incubation period of one minute results in damage being taken every minute as well. In which case, mummy rot is a death sentence in most cases without magical healing that is prepared. (I don't want to open the debate about is this the correct ruling as I've already seen it beat to death--so please start a new thread.) In the case I was recently involved in, we encountered two Death Scarab Swarms and their consume extraordinary attack, preparing it the next day won't do much unless you can handle a total of 86400d6 damage (6d6/round * 10 rounds/min * 60 min/hr * 24 hr/day). Three PCs were afflicted, I cast remove disease, used one scroll of remove disease and used another scroll of whatever with my "right scroll for the job" reward card. Not one other PCs at the table had a way to counter it. This was at APL 8. If one more had been attacked that day and it would have been unrecoverable death just for the lack of a 3rd level scroll or potion of remove disease. I may start carrying more, but I thought that having it memorized, a backup on a scroll and a reward card to back that up was overly cautious--I guess not. If it wasn't for the reward card it would have been curtains. BTW, Death Scarab Swarm--nasty critters. Scariest fight I had seen in a long time. Two PCs being consumed (6d6 round) another two in the negatives and me trying to heal all of them to keep them alive another round so I can heal them up again. Bad news when the judge says, "You realize if you cast cure on Mr. Brown (who was at -9 and bleeding), that Mr. Green also takes 6d6 and he only has 7 hp." It's tough to be faced with two PC (and their players) who are one round from unrecoverable death and have to decide on who to save and who not to. We got lucky and the judge rolled low on damage (he rolled in the open) so that I was able to save him the following round. |
| KShaver07-02-07, 06:58 PM | I think metz was referring to the ruling of some judges that the incubation period of one minute results in damage being taken every minute as well. In which case, mummy rot is a death sentence in most cases without magical healing that is prepared. (I don't want to open the debate about is this the correct ruling as I've already seen it beat to death--so please start a new thread.) Thats actually what I was referring to as well. I had to sneak that in there after having a GM try to pull the 1 minute thing on my party just because he had a GM do it to him...which was compounded by the fact that the mummies randomly chose targets every round :confused: leaving everyone but a dead person and a dog diseased. In our particular dilemma we were saved by the opening of a rule book, but I wouldn't expect every GM to be open enough to change their mind on such a thing. |
| control freak07-02-07, 08:48 PM | the issue is solved for Radiant servant of the mighty cheeze by his divine health (one more reason to take the mighty durable cleric of cheezed out nessesses:D), he is "more hardy" and ignores deseases and curses :D thats why i always prepair 1 per day and tell any one that is in my party if you are afflicted FIRST i will save you but after that if you dont have it i will need a scroll from you personaly i as a cleric give the table COMPLEATE warning of exactly what spells i have (i pass around my list) and ask if any one wants changes, tipicaly they will ask for 2 and 3 slots to take a small difference to be something like resoration lesser or add bears endurance/aid for the BDF and as for the it goes off each minute (which it might) the only time it has ever mattered to me is when i got nailed with mummy rot and i droped to 1 charisma but the DM ruled that it was at the start of the day and it also gives you a save each time and after X times you make it back to a cleric (i dk how many times X was but i made my save and got back to the cleric in town) also my poor spelling skills aside i was tired when i posed this so it was probably worse then normal |
| _metz_07-03-07, 01:04 AM | I think metz was referring to the ruling of some judges that the incubation period of one minute results in damage being taken every minute as well. In which case, mummy rot is a death sentence in most cases without magical healing that is prepared. (I don't want to open the debate about is this the correct ruling as I've already seen it beat to death--so please start a new thread.) Exactly. I have seen this arguement a LOT as well, so lets not get into it here :) But it referred to the lack of emergency items that most characters *should* carry just in case. Doesn't mean you consume every mod, or even ever need them, but its better to be safe than sorry. Many are daunted by the heavy initial costs (I am saving for mithral breastplate, etc etc) But it works out being better than dying. |
| _metz_07-03-07, 01:07 AM | also my poor spelling skills aside i was tired when i posed this so it was probably worse then normal ieSpell - A Spell Checker for Internet Explorer http://www.iespell.com/ FireFox: Built in Spell Checker http://www.mozilla.com/en-US/firefox/ Maybe that will help ;) |
| Madfox1107-03-07, 04:45 AM | Or cast Resurgence... Unless I am misremembering the spell resurgence only works for spells and spell-like abilities... |
| Bogjob07-03-07, 07:32 AM | i dont buy consumeables but i did get 2 CLW potions for free from an AR favor :D so its all good Hehe I have a Tart that I got free in a mod 2 years ago that does CMW and Aid, I keep forgetting about it. I dread to think what a mess it must be making in my backpack :D |
| awroe07-03-07, 09:01 AM | Unless I am misremembering the spell resurgence only works for spells and spell-like abilities... You misremembered - it works against supernatural effects as well, provided it requires a save. I couldn't see a reason it didn't work on Mummy Rot. The subject of a resurgence spell can make a second attempt to save against an ongoing spell, spell-like ability, or supernatural ability, such as dominate person. If the subject of resurgence is affected by more than one ongoing magical effect, the subject chooses one of them to retry the save against. If the subject succeeds on the saving throw on the second attempt, the effect ends immediately. Resurgence never restores hit points or ability score damage, but it does eliminate any conditions such as shaken, fatigued, or nauseated that were caused by a spell, spell-like ability, or supernatural ability. If a spell, spell-like ability, or supernatural ability doesn’t allow a save (such as power word stun), then resurgence won’t help the subject recover. |
| Timlagor07-05-07, 06:51 PM | We weren't sure about Resurgence at the table but it was allowed at the time and further enquiry turned up no reason why it shouldn't work. ..of course there are times when you need a natural 19 anyway... I hadn't been aware of the Death Scarabs and never considered remove Disease really necessary -most diseases can be removed with a Heal Check and a bit of time; very few are fast enough to be an issue. |
| awroe07-06-07, 07:49 AM | ..of course there are times when you need a natural 19 anyway... Another reason why 20 PoP 1 can be useful... Back to topic, I tend to try and use very few consumables, but I have a stash for emergencies - like the Prot Evil potion that stopped our wizard becoming Summoned Monster meat. The main exceptions are the Wand of MM lvl 1 that my wizard purchased with half charges, and at 7th level is starting to look a little feeble, CLW charges for healing when necessary, and Oil of Magic Weapon for my rogue (I have access to Starmetal, and figured I'm unlikely to go through 20 vials before I can afford to buy the weapon). |