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6 years ago ::
Dec 06, 2007 - 3:29PM
#181
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Date Joined:
Jan 25, 2004
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It's similar, yes, but it's still connected in a fairly intuitive way that Golden Wyvern Adept isn't. Anyone reading that name is going to think of sound and probably, due to the out of game association of thunder and lightning, lightning as well. But to be honest, I consider this to be a side issue. Yes it is a side issue. The game builds on out-of-game associations as well as in-game associations. Connecting thunder and lightning is an example of the first, black dragons and acid is an example of the second. Both are valid within the context of the game.
Actually, Three Thunders does make a pretty good example of what I'm aiming for, except what you're missing is that it's rolled two of my steps into one. According to the process I outlined, that feat would be replaced by these two feats (using 3.5e terminology to get the point across since that's what we're familiar with):
[...]
And there you go. A generic system which allows any pair of elements to be combined. There may be a few cases where a particular effect requires more specific elements to be used that might require more specific feats to represent the effect, but with a system like this in place those could be the exception rather than the rule. What you've done is broken one effect into two, which has a very different balance dynamic than Born of Three Thunders because it uses up two feat slots.
Also by being specific you can keep effects that you want to keep separate, separate. If you don't want acid effects to cause stunning because it leads to a broken combo (with say Melf's Acid Arrow), then you can't include your feats. The possibility for unintended consequences increase exponentially when you allow that kind of choice.
It also limits future additions. If later in the game they want to add a new energy type that behaves differently the devs have to parse all of the effects that relate to energy types in general and figure out how the new energy will interact with them as well as describe that interaction in text.
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6 years ago ::
Dec 06, 2007 - 3:36PM
#182
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Date Joined:
Mar 17, 2001
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Boolean isn't logic.
You're trying to put logic in a box that it doesn't belong in. If you havn't taken a Critical Thinking course, or even a simple Philosophy course, I don't think we can continue since, like most of the US, I'm pretty sure you're unaware of what logic is. I guess this discussion went far to far, especially about such a rather unimportant topic. (I mean the original topic)
So I will just say, they should leave it as it is.
Ceterum censeo scrinium puniceum esse delendam
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6 years ago ::
Dec 06, 2007 - 6:01PM
#183
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What you've done is broken one effect into two, which has a very different balance dynamic than Born of Three Thunders because it uses up two feat slots. Apparently, in 4e there will be more feat slots available, so I don't see that as being a serious problem.
Also by being specific you can keep effects that you want to keep separate, separate. If you don't want acid effects to cause stunning because it leads to a broken combo (with say Melf's Acid Arrow), then you can't include your feats. The possibility for unintended consequences increase exponentially when you allow that kind of choice. Muahaha... *cough*
You can already make such 'broken' combos with the use of the Energy Substitution feat - which, from memory, is a prerequisite for Three Thunders. In practise, most monsters worth doing that to instead of simply killing them with damage laugh at your puny Fort save DCs. Amusing to watch when it does work, though.
As long as energy substitution exists, the only real balance issue that can be resolved by de-generalising things is dealing with energy resistances. And if it doesn't... hopefully that means they'll be introducing more spells of the various energy types at each level, since if it's viable to play anything other than a fire wizard purely out of the PHB in 4e, it'll be the first edition where that is the case.
(Not that I'd object to the idea of each energy type having enough spells of its own to have its own flavour rather than relying on borrowing from other energy types through Energy Substitution, mind you...)
It also limits future additions. If later in the game they want to add a new energy type that behaves differently the devs have to parse all of the effects that relate to energy types in general and figure out how the new energy will interact with them as well as describe that interaction in text. Do they? I don't see any complicated rules about how the current energy types interact in the current ruleset. The only one that's even a little weird is sonic (you can't sub into or admix with sonic, but you can take a sonic spell and sub or admix with something else). Introduction of new energy types may well involve giving some exceptions to existing feats, but is that really more effort than coming up with a separate feat for every possible interaction?
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6 years ago ::
Dec 06, 2007 - 6:12PM
#184
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Also by being specific you can keep effects that you want to keep separate, separate. If you don't want acid effects to cause stunning because it leads to a broken combo (with say Melf's Acid Arrow), then you can't include your feats. The possibility for unintended consequences increase exponentially when you allow that kind of choice. Technically, that's not a concern if you keep to the original wording of the feat. The bonus stunning effect happens when "the spell concludes." Unlike other energy-splitting feats, this extra effects comes at the cost of being dazed for 1 round after casting the spell.
An electrically-substituted Melf's acid arrow either (1) gets a stunning boom on the round that it's cast, or (2) gets a stunning boom on the last round of the effect depending on how you interpret "the spell concludes." I think it's pretty clear that #1 is what is meant, but #2 is not terribly broken.
Allowing free substitution of the energy types won't cause any more trouble than using Born of the Three Thunders plus Energy Substitution feats since, as draxynnic points out, it's a pre-requisite for the feat.
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6 years ago ::
Dec 07, 2007 - 1:18PM
#185
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Date Joined:
Jan 25, 2004
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I happened to see an unintended consequence in his version of the feat, which I used as an example of a more general point. It doesn't really matter that it doesn't apply to Born of Three Thunders as it was written.
Also the more specific you make abilities the more you encourage overspecialization. Being a fire mage in 3e may be thematically cohesive, but it isn't a balanced character. I should know, I have one in my party. By having the tradition feats apply to multiple general concepts, you encourage players to be more balanced, which makes things more fun for everyone. Having a path for each specific theme may give the illusion of more options, but it fails to work out that way. Because, in order to be optimal, you have to focus on a limited path.
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6 years ago ::
Dec 07, 2007 - 6:30PM
#186
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Date Joined:
Nov 13, 2003
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Until Tome of Blades came out, you had to be a fighter to take Weapon Specialisation. I didn't see anyone claiming it needed to be called "Fighter Weapon Specialisation" to make sure people remembered that it was for fighters only. Sorry to nitpick, but Defenders of the Faith, the Complete Psionics Handbook, the Expanded Psionics Handbook, and Complete Divine gave us the Psychic Warrior and the Templar/Pious Templar, both non-fighter classes that could get Weapon Specialization, long before Tome of Battle came out.
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6 years ago ::
Dec 08, 2007 - 4:21AM
#187
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Ramses: I think that got pointed out and conceded already. Certainly, though, there was only one class out of the original rulebooks that could take Weapon Specialisation... and as the point stated, there was apparently no need felt then to link the name of the feat to fighters in order to rub people's noses in it. Besides, it's not impossible that some future class may have a similar excemption that allows them to make use of Golden Wyvern Adept.
Also the more specific you make abilities the more you encourage overspecialization. Being a fire mage in 3e may be thematically cohesive, but it isn't a balanced character. I should know, I have one in my party. By having the tradition feats apply to multiple general concepts, you encourage players to be more balanced, which makes things more fun for everyone. Having a path for each specific theme may give the illusion of more options, but it fails to work out that way. Because, in order to be optimal, you have to focus on a limited path. Then throw in some costs. Most metamagic feats come with a level boost, after all. Most others have some kind of cost - Three Thunders, for instance, has the one-round Daze on the caster. They're nice to have, but it's not like you really want to pile every metamagic feat onto every spell.
And if that's the case, there isn't such the drive to overspecialise. There's no advantage to having a dozen feats for one energy type over a more diverse range if you can't pile them all onto one spell in the first place. Someone may well choose to go for the full specialisation route, but as long as there's a system in place to stop you from piling everything you've got onto one spell it shouldn't be overbalancing to the point where the alternatives stop being viable.
So, unless the WOTC balancing team is really sleeping on the job, I don't see the scenario you present as being particularly likely to occur, and my proposal allows a greater range of concepts then limiting it to six... of which none may actually resemble your character concept.
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6 years ago ::
Dec 08, 2007 - 7:25AM
#188
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Date Joined:
Jan 25, 2004
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Hmm, [class] powers are considered wizard powers for the purposes of abilities and effects.
It could work, I suppose.
draxynnic, the number of available viable options are going to be finite. Your method may make the initial number greater, but at least in my perspective it limits future addition.
I fully expect the designers to add new traditions to allow for more concepts, I imagine Tome of Tomes: Book of Nine Traditions is already on the internal release schedule. In fact I think expandability is why they decided to go with traditions as opposed to something more like schools. It is almost impossible to add a new school, and it can be difficult to add a new general-concept path due to name-space and overlap issues. Traditions don't concern themselves with overlap. Traditions can probably be mixed an matched leading to far more than 6 options even initially.
I also don't see your point of fitting character concept. If traditions are more inclusive than general-concepts, the character concept of a wizard with a general-concept focus will fit within the concept of a tradition.
A cost-based mechanic prevents the wizard from combining diverse effects in novel ways, and is not in evidence in the one ability we have knowledge of. A cost-based mechanic is also difficult to implement; metamagic-like costs are unlikely to work in the new at-will, per-encounter, and per-day system and actually discouraged players from using their abilities frequently.
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6 years ago ::
Dec 08, 2007 - 6:48PM
#189
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Hmm, [class] powers are considered wizard powers for the purposes of abilities and effects.
It could work, I suppose.
draxynnic, the number of available viable options are going to be finite. Your method may make the initial number greater, but at least in my perspective it limits future addition.
I fully expect the designers to add new traditions to allow for more concepts, I imagine Tome of Tomes: Book of Nine Traditions is already on the internal release schedule. In fact I think expandability is why they decided to go with traditions as opposed to something more like schools. It is almost impossible to add a new school, and it can be difficult to add a new general-concept path due to name-space and overlap issues. Traditions don't concern themselves with overlap. Traditions can probably be mixed an matched leading to far more than 6 options even initially. So, shall we also see the gods in the original release hardwired in, and the ability to worship other deities reserved for splatbook owners? That's analogous to what you're saying.
On one breath you say my system will still give a finite number of options, and then you say that it can't be expanded. If it gives a finite number of options, those options can be expanded.
I also don't see your point of fitting character concept. If traditions are more inclusive than general-concepts, the character concept of a wizard with a general-concept focus will fit within the concept of a tradition. It means that the only viable character concepts are those that fit within the traditions.
A cost-based mechanic prevents the wizard from combining diverse effects in novel ways, and is not in evidence in the one ability we have knowledge of. A cost-based mechanic is also difficult to implement; metamagic-like costs are unlikely to work in the new at-will, per-encounter, and per-day system and actually discouraged players from using their abilities frequently. That's the whole point. They give you some more options, but you don't want to have your entire spell selection loaded with metamagic. It still leaves some options for mixing and matching among the lower-cost options, but prevents you from piling everything onto one spell... which seemed to be what you were worried about in your last post!
As for the new mechanics: We don't know them well enough to speculate how they'd operate with costs, but I'm sure there are ways. Have the spell take up a higher-level slot. Have the application of a feat reduce raw damage. Who knows what mechanics may be possible for applying a cost to using a particular ability?
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6 years ago ::
Dec 10, 2007 - 3:51PM
#190
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Date Joined:
Jan 25, 2004
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So, shall we also see the gods in the original release hardwired in, and the ability to worship other deities reserved for splatbook owners? That's analogous to what you're saying. How is that different than having a pre-set list of general concepts? New material will either be up to the DM to manufacture or acquire through source books.
On one breath you say my system will still give a finite number of options, and then you say that it can't be expanded. If it gives a finite number of options, those options can be expanded. Not necessarily. It all has to do with how you choose to divvy up your concepts. There is finite concept space: everything will fall into one or more categories. You can either choose to divide those concepts into roughly equal and discrete categories or divide them into groupings of concepts that are equal as a whole and capable of overlap. The first is the approach taken with schools, the second how I believe traditions are structured. Schools were neither well-balanced nor expandable. Traditions are much more capable of being balanced, because there are more concepts that aren't expansive enough by themselves to be balanced against broader concepts but can be if they are grouped together. They are more capable of being expanded, both because they allow for overlap of concept and they can be based on divisions that don't fall into the same category as other traditions.
Apparently improving acid AND cold is balanced against the ability shape spells. While one or the other would be inadequate.
It means that the only viable character concepts are those that fit within the traditions. Which, being inclusive, will address more individual concepts than can be allowed for with more specific abilities. If you want to be a cold mage, you can take Emerald Frost feats. In your system being a cold mage would require specific cold magic feats, or feats that don't specifically address cold magic.
That's the whole point. They give you some more options, but you don't want to have your entire spell selection loaded with metamagic. It still leaves some options for mixing and matching among the lower-cost options, but prevents you from piling everything onto one spell... which seemed to be what you were worried about in your last post!
As for the new mechanics: We don't know them well enough to speculate how they'd operate with costs, but I'm sure there are ways. Have the spell take up a higher-level slot. Have the application of a feat reduce raw damage. Who knows what mechanics may be possible for applying a cost to using a particular ability? You're right, I got distracted by the design difficultly of including a cost mechanic in addition to the opportunity of selecting a feat or talent. I missed that including a cost doesn't really dissuade overspecialization. You will still feel the desire to get feats that affect a narrow range of powers, since, having those powers, even feats that can't be used in conjunction will still be useful affect those abilities in different ways.
A cost mechanic WAS implemented in 3e. Did that prevent overspecialization? Not really.
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