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1 year ago ::
Jan 14, 2012 - 10:21PM
#21
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Date Joined:
Oct 16, 2009
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Allow me to offer this as a rebuttal: The DragonLance campaign setting has one of the strongest metaplots of any D&D setting. So much so, in fact, that it is better left as a series of novels under the D&D name than as a setting to actually play in.Are we on the same page? Probably not. The point is, we're not likely to see a DragonLance Campaign Setting in this or any edition ever again. So the example of Raistlin Majere is moot. So, yes, Salla's arguments are more valid here. The wizard does need to lose those spells that obviate the need for anyone else to be in the party. And so far, all I've seen from your side is refuting Salla's argument while offering zero evidence to support your own side. We are not likely to see Vancian wizards again. Good day, sir or madam.
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1 year ago ::
Jan 14, 2012 - 10:31PM
#22
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Date Joined:
Dec 11, 2011
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If Salla removed all of the spells she does not like the Dragonlance books can not have happened.
Does Salla have a time machine? If not, then Dragonlance already happened, it's not going to un-happen, and other things have happened since. Let's move on to the future shall we?
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1 year ago ::
Jan 14, 2012 - 10:31PM
#23
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Date Joined:
Oct 31, 2003
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Any chance the two forms of magic could co exist? I mean you could develope a system where by the wizards chooses either of the two philosophys of magic. You could even have this as fluff, where by the two philosophies disagree and have many battles, skirmishes etc, very similar to the kung-fu schools of china..
they could even pull from the same power sources, have the same spells/efects/etc.. just use differing mechanics to track their usage.
just a thought
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1 year ago ::
Jan 14, 2012 - 10:56PM
#24
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The problem, for me, with the wizard losing spells like charm person, fly, water breathing, etc....basically powerful non-combat spells is that it reduces the wizard to mainly a damage slinger. Part of the reason to play a wizard, for many people, is the feeling of being able to cast magic in interesting and marvelous ways. In DnD and in a lot of the fantasy literature which helps inspire the game, magic is a very powerful force that is respected and highly useful in more ways than just combat. So what about class balance? How do we keep the wizard from being able to cast these types of spells enough so that the skills of other classes still come in handy?
What if certain spells that could be particularly unbalancing (fly, charm, etc.) follow a system like the vancian, where they have to plan which ones they will use that day in advance and the number of times they can cast these is limited. For other spells that don't have the potential to severly disrupt class balance (ie. magic missle), they could be used repeatedly like encounter or at-will powers. This way, wizards still get to do more than just sling spells at creatures, but if tweaked correctly, they ae still balanced. Thoughts?
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1 year ago ::
Jan 14, 2012 - 10:56PM
#25
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Date Joined:
Jan 28, 2004
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Any chance the two forms of magic could co exist? I mean you could develope a system where by the wizards chooses either of the two philosophys of magic. You could even have this as fluff, where by the two philosophies disagree and have many battles, skirmishes etc, very similar to the kung-fu schools of china..
they could even pull from the same power sources, have the same spells/efects/etc.. just use differing mechanics to track their usage.
just a thought
Nope. too different design philosphies. Another proof that you will NOT please both sides, but one. Or loose BOTH.
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1 year ago ::
Jan 14, 2012 - 11:11PM
#26
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Date Joined:
Jan 15, 2009
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I never had anti vancian debates until 3.5 which is why I think 4e is what it is.
They were huge back when the Anti-Vancian stuff was a big responsibility for tons of independent off shoot games back n the 70s and 80s it was a common criticism helll I wouldnt be suprised if it wasnt a key part of why RuneQuest was made cause well Vancian didnt match up with legend, myth or fiction and not even that well with Jack Vances stories... god magic missile is like the universes least imagniative spell name...
No we didnt have the internet we did have amateur press associations one I participated in was called Alurums and Excursions and featured many game designers.
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1 year ago ::
Jan 14, 2012 - 11:31PM
#27
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Date Joined:
Jan 15, 2009
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The problem, for me, with the wizard losing spells like charm person, fly, water breathing, etc....basically powerful non-combat spells is that it reduces the wizard to mainly a damage slinger.
They arent lost in 4e they have been tamed many were moved to rituals. Flying was moved to a higher level and pretty much made a specialist move (its kind of a super hero trick). Charm person is treated largely as various utilities that lets you temporarily boost social skills (*a big boost) but the effects arent absolute.
Waterbreathing is a very useful ritual ... ie the fighter with his athletics is still useful to dive after a falling victim because a ritual takes too long... unless and here is the big trick... unless you had the planning to cast the water breathing this morning because you knew about the boat ride any of the group can likely easily save the victim nor will they be bothered too much if they get forced over the side.
Now I dont know but that still sounds like planning still being rewarded... I further think generic components are boring so a ritual caster should aquire the right kind for the spells he plans to use. Availability of purchaseable ingredients welll I get to decide that as dm. I might even go so far as to make spell specific components cheaper by half than generic ones.
Shrug.
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1 year ago ::
Jan 15, 2012 - 12:29AM
#28
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Date Joined:
Aug 19, 2007
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I believe something like this can be a good starting point for a system that encompasses both ideas. Now, in regard to the discussion. I believe the following is true. One side of the argument wants wizards to have spells that impact the world in a very significant way. They want spells to be "more than just combat-based". They believe the 4E version of the Wizard has no spells that solve "out of combat" situations. They want to have a wizard who can choose between either offensive combat spells (and they do believe that 4E got those right: combat spells should be in line with what other characters can achieve in combat, they shouldn't be the broken powerhouses 3.5 spells were) and utility spells (something that cannot be done in 4E). The balancing mechanism can be done in the form of harsh penalties to spell users, such as failure chance, spell preparation issues, frailty. The other side of the argument wants wizards to be able to impact the game world as much as the other classes, but in a different way. They believe that wizards using spells that mimic other classes, or completely bypass challenges, are broken to the core. They believe the 3.5 wizard was a broken powerhouse that no limitation could really fix, as by reducing his power enough to balance his awesome spells you would annihilate his playability. The first side is missing an important point.
The 4E version of the Wizard has got spells that solve non-combat situations. Those spells are not his powers. Those spells can easily be as game-changing as 3.5 spells were, but by toning those down with longer casting time and resources requirement, you cannot break the game as easily. The 4E Wizard has access to divination spells, charm-like spells (though the Bard has easier access), mobility and travel spells, teleportation, flying, water breathing, detect secret doors, create magical wards, traps, protections, it has access to passwall, eye of warning, scry, at the highest levels he can even teleport wherever he wishes. Those spells are not as broken as they were in 3.5, but would you want them to be that broken? I sure wouldn't, and I don't think anybody would. Now all those spells have meaningful costs, require time to cast and need to be learned in non-linear ways, be it payment or research as decided by the DM (you don't have the "add 2 spells every level" clause). Those spells can change the course of a game drastically. I have played lots of adventures where that is true. Arkantha wouldn't have gone the same way if Aramil couldn't teleport the PCs at the end of the world to stop the big bad from killing a god. My, it would have been totally different even if he just didn't have the Hand of Fate spell to guide them through the mines labyrinth. Those were things I as a DM didn't expect (I had different plans in both cases) but a proper spell changed my adventure and I adapted. It went well. In another occasion I had a character cast teleportation circles and mantain them during his travels all over the course of the adventure. In the end it payed off as we were able to teleport practically everywhere at low costs from our fortress and that easily won us some otherwise tough battles. We won a siege by casting Water Breathing and sending our athletic rogue through the underground river and up the wells of the castle (he opened the gate easily from the inside). It's all there, in the rulebook. It could be improved drastically with proper support by WotC, who mostly didn't care about that section of their own books (and that was a bad mistake). But it IS all there. Can we make it better? Sure. Can we make it more apparent, even tie it directly to the Wizard class? Sure. But it is wrong to say that those options are not there in 4E. They are, they just aren't powers. They're called rituals, and their cost is meaningful. They can still be used to change a story, but they can't be used to change the course of a fight. They require moderation and preparation. They don't work in every situation. But when they do, they are about as powerful as 3.5 spells were.
Are you interested in an online 4E game on Sunday? Contact me with a PM! Spoiler:
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Reflavoring: the change of flavor without changing any mechanical part of the game, no matter how small, in order to fit the mechanics to an otherwise unsupported concept. Retexturing: the change of flavor (with at most minor mechanical adaptations) in order to effortlessly create support for a concept without inventing anything new. Houseruling: the change, either minor or major, of the mechanics in order to better reflect a certain aspect of the game, including adapting the rules to fit an otherwise unsupported concept. Homebrewing: the complete invention of something new that fits within the system in order to reflect an unsupported concept. Ideas for 5ESpoiler:
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1 year ago ::
Jan 15, 2012 - 12:37AM
#29
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Date Joined:
Jan 21, 2003
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Actually most of those rituals were useless. Don't get me wrong the wizard in my 4e group had a ton of rituals, as did the cleric...as does my bard in a lower level group.
But the only ones reliably useful are the ones that last for multiple hours (so they just become daylong buff your char gets) which..is nice, but very boring and honestly a touch overpowered. The rest of the ones that should be useful...take too long to cast to actually be used. Either this is in truth..or in perception.
It's so hard to convince people how you could apply zone of truth....even though I knew how to do it..but meh.
So in basic..the rituals actually were a fail, they were either a minor costing fire and forget ability..or something you almost never used because they had too long of a casting time. Very very few actually fell in the middle and could be cast fast enough to be useful (again either through perception or through actual truth). And honestly..in a world of marketing games of imagination...how people see an ability is hightly important.
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1 year ago ::
Jan 15, 2012 - 12:47AM
#30
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I've removed content from this thread because trolling/baiting is a violation of the Code of Conduct. You can review the Code of Conduct here www.wizards.com/Company/About.aspx?x=wz_...Please keep your posts polite, respectful, and on-topic, and refrain from making personal attacks.
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