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Switch to Forum Live View Dragonlance and 4e?
2 years ago  ::  Oct 16, 2011 - 3:01PM #31
AdrianLP
Date Joined: Jun 28, 2004
Posts: 424

Oct 16, 2011 -- 1:06PM, Salla wrote:

Well, if you 'do not agree' with cold hard facts, there's really no point in continuing the discussion, is there?




The problem is that its not cold hard facts, its arbitrary opinions. And yes with a LOT of min/maxing you can change the situation a bit, but you disadvantage yourself a lot in feat expenditure just to emulate something which is not meant to be emulated. 

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2 years ago  ::  Oct 16, 2011 - 3:10PM #32
thaX
Date Joined: Mar 27, 2004
Posts: 3,708

Oct 16, 2011 -- 12:02PM, AdrianLP wrote:

Oct 16, 2011 -- 11:57AM, Pluisjen wrote:

Also, giving Wizards more spells will probably upset the balance.




Unless it was a Vancian-blend.

AD&D 2e used a Vancian casting system. This meant a wizard might have 100s of spells in their spellbooks, but the beginning of each day the player had to choose which spells his character would memorize that day, and the wizard was limited by how many spells he could cast per day.

A vancian blend in 4e might allow a wizard to potentially have hundreds of spells (like in previous editions), but each in-game day perhaps the wizard would have to choose which spells he has access too on that day.

... in fact, I quite like this idea





Roll out the way back machine...

When I got the 3.o new third edition Player's Handbook in my hands, I was pouring over the overall book when I came across the Wizard and Sorcerer. Now, I am not the brightest bulb on the fixture, but the Sorcerer had different mechanics while the Wizard was stuck shifting spells and having to "Prepare" multiple spells to cast Magic Missile, for example, more than once. I had wondered why both these classes was there, why the Sorcerer still seemed a bit light, and scratched my head over the need to cling to the Vancian casting system.

4th edition took this away, except for the Dailies for the Wizard, and created Rituals (Remember those) to replace the daily preperations and the crafting skills.

Essentials expanded the Vancian aspect to Encounters for the Wizard, to the point that I don't want to play them at all anymore.

Vancian Casting needed to be gone in 3rd Edition, but Wizards wimped out and provided the Sorcerer as an alternative instead. It needed to be completely gone, but the Wizard held on to the last vestiges and Wizards expanded on it in Essentials.

In 5th edition, The Wizard needs to Hot Cast his choices, have access to his spells without having to guess which one to "Prepare" before being in the situation for it. Vancian Casting needs to die. Painfully. With a lot of blood and a long, agonizing last look before exhaling it's last, bubbly breath.

Terms you should know...

Spoiler: Show

Kit Build - A class build that is self sustaining and has mechanical differences than the normal scale. Started in Essentials. Most are call their own terms, though the Base Class should be said in front of their own terms (Like Assassin/Executioner)

Power Points - A mechanic that was wedged into the PHB3 classes (with the exception of the Monk) from the previous editions. This time, they are used to augment At Wills to be Encounters, thus eliminating the need to choose powers past 4th level.

Mage Builds - Kit builds that are schools of magic for the Wizard. A call back to the previous editions powering up of the wizard. (Wizard/Necromancer, for example) Unlike the previous kit builds, Wizards simply lose their Scribe Rituals feature and most likely still can choose powers from any build, unlike the Kit Builds.

Parcel System - A treasure distribution method that keeps adventurers poor while forcing/advising the DM to get wish lists from players. The version 2.0 rolls for treasure instead of making a list, and is incomplete because of the lack of clarity about magic item rarity.


ha ha Show

Mar 31, 2011 -- 10:46AM, wrecan wrote:

They will Essentialize the Essentials classes, otherwise known as Essentials2.

The new sub-sub-classes will be:

    * Magician.  A subsubclass of Mage, the magician has two implements, wand and hat, one familiar (rabbit) and series of basic tricks.
    * Crook.  A subsubclass of Thief, the Crook can only use a shiv, which allows him to use his only power... Shank.
    * Angry Vicar, a subsubclass of warpriest, the angry vicar has two attacks -- Shame and Lecture.
    * Hitter.  A subsubclass of Slayer, the Hitter hits things.
    * Gatherer.  A subsubclass of Hunter, it doesn't actually do anything, but pick up the stuff other players might leave behind.

Future Essentials2 classes include the Security Guard (Sentinel2), the Hexknife (Hexblade2), the Webelos (Scout2), the Gallant (Cavalier2) and the Goofus (Knight2).

These will all be detailed in the box set called Heroes of the Futile Marketing.


(Though what they should really release tomorrow is the Essentialized version of the Witchalok!)


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2 years ago  ::  Oct 16, 2011 - 3:48PM #33
kev777
Date Joined: Jan 27, 2010
Posts: 1,205
I am currently running a 4e dragonlance campaign.   So far I think 4e works rather well with Dragonlance.   With that said, I've had a lot of help from the Dragonlance Nexus dlnexus.com.    They have good conversions for the races and a number of ideas on how to run the game in 4e.

In addition, someone has already converted Dragons of Despair in 4e.    

wotl4e.pbworks.com/f/DL1%20Despair.pdf


The biggest problem I've had to deal with so far is recreating the WoHS.      It's rather challenging with 4e because I don't feel like anything I try is really making them feel like the WoHS.    Previous editions restricted access to schools and granted bonus spells depending on the phases of the moon. but that is rather hard to do in 4e.   I've seen other ideas with themes and feats, but even they don't manage to recreate the WoHS.     Then there is the added problem of what to do with all the other 'arcane' classes in 4e.  Why would anyone care to be a wizard and pass a test (a test that could kill them) if they could just become a non-wizard arcane class?  Clearly any solution has to encompass all the arcane classes or they have to be barred from dragonlance.        



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2 years ago  ::  Oct 16, 2011 - 4:11PM #34
pauln6
  • Stampeding Hybrid
Date Joined: Jan 21, 2004
Posts: 2,295
I built Goldmoon as primarily a bard as a way of reflecting the fact that there was no divine magic to start off.  I don't think you need to be totally restrictive in you approach though.  Despite the 'arcane' power source, a lot of powers can be retooled to be less magical.  A wizard of High Sorcery theme could grant bonuses to certain powers or rituals but apply to many arcane classes.  A 'wizard' does not have to be a wizard in 4e in the same way that the traditional druids and clerics have been broken up into different niche classes.  You could also restrict the access of certain rituals to certain classess.
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2 years ago  ::  Oct 16, 2011 - 4:43PM #35
Elemental_Elf
Date Joined: Dec 17, 2005
Posts: 989

Oct 16, 2011 -- 3:48PM, kev777 wrote:


The biggest problem I've had to deal with so far is recreating the WoHS.      It's rather challenging with 4e because I don't feel like anything I try is really making them feel like the WoHS.    Previous editions restricted access to schools and granted bonus spells depending on the phases of the moon. but that is rather hard to do in 4e.   I've seen other ideas with themes and feats, but even they don't manage to recreate the WoHS.     Then there is the added problem of what to do with all the other 'arcane' classes in 4e.  Why would anyone care to be a wizard and pass a test (a test that could kill them) if they could just become a non-wizard arcane class?  Clearly any solution has to encompass all the arcane classes or they have to be barred from dragonlance.        




Easy solution: All arcane classes, with the exception of the Bard, are just Wizards who simply have different foci.

An Artifacer is simply a Wizard who likes allies and has an affinity for Magic items. The Sorcerer is simply a Wizard who likes blowing things up. A Swordmage and Bladesinger are simply Wizards who enjoy a bit of swordplay. A Warlock is simply a Wizard who skirts the traditions and utilizes magic from extra-planar beings.

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2 years ago  ::  Oct 16, 2011 - 4:44PM #36
Salla
Date Joined: Apr 3, 2003
Posts: 23,524
Why except the bard?  No reason it can't just be a wizard, too.

Plus, a Warlock can just be a 'vanilla' wizard as well; the pact is just fluff.
Another day, another three or four entries to my Ignore List.
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2 years ago  ::  Oct 16, 2011 - 5:22PM #37
Elemental_Elf
Date Joined: Dec 17, 2005
Posts: 989

Oct 16, 2011 -- 4:44PM, Salla wrote:

Why except the bard?  No reason it can't just be a wizard, too.

Plus, a Warlock can just be a 'vanilla' wizard as well; the pact is just fluff.




I couldn't remember if there was a lot of fluff for the Bard in Dragonlance or not, so I was erring on the side of caution. If the setting doesn't have fluff for the class, then yes, its just a Wizard who likes stories, knowledge and, perhaps, music.

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2 years ago  ::  Oct 16, 2011 - 5:25PM #38
Kalnaur
Date Joined: Oct 19, 2008
Posts: 4,874
Yeah, I'd say all arcane classes were "wizards" insomuch as they would be required to be part of the Wizards group or be branded an outcast.  Also, there would totally be room for a warlock pact that was sworn to the moons, giving them a strange and eerie connection to one of the three gods of those moons.  Orders of blade, spell and song, possibly letting the background of the setting take place at the end of the War of Souls, with Bahamut and Tiamat . . . I'm sorry Paladin and Thakisis as mortals or dead, the pantheon back to the world, and whole realms of possibility open to players.

I think the biggest thing that works in favor of the DL world is the ability to have clerics and paladins and such of every god, much as there were dark Knights of Thakisis that were essentially eeeeeeevil paladins.

I could see, with the return of the gods, how invoker magic would rise, the use of the primal spirits as an alternative to the ordered ways of religion or the arcane, and even the possible effects that could create a rise in psionic powers.  Dragonborn would be hard to explain, unless they were manufactured as the "good" versions of Draconians to battle said Draconians.

And so on.
"I don't know the key to success, but the key to failure is trying to please everybody." --Bill Cosby (1937- )

Vanador: OK. You ripped a gateway to Hell, killed half the town, and raised the dead as feral zombies. We're going to kill you. But it can go two ways. We want you to run as fast as you possibly can toward the south of the town to draw the Zombies to you, and right before they catch you, I'll put an arrow through your head to end it instantly. If you don't agree to do this, we'll tie you this building and let the Zombies rip you apart slowly.
Dimitry: God I love being Neutral.
4th edition is dead, long live 4th edition.
Salla: opinionated, but commonly right.
fun quotes Show

Feb 3, 2011 -- 6:30AM, Dane_McArdy wrote:

You have to do the work first, and show you can do the work, before someone is going to pay you for it.


Apr 26, 2011 -- 10:42AM, Timmeh wrote:

If you can't understand how someone yelling at another person would make them fight harder and longer, then you need to look at the forums a bit closer.

quote author=56832398 post=519321747]Considering DnD is a game wouldn't all styles be gamist?

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2 years ago  ::  Oct 16, 2011 - 5:25PM #39
Salla
Date Joined: Apr 3, 2003
Posts: 23,524

Oct 16, 2011 -- 5:22PM, Elemental_Elf wrote:

Oct 16, 2011 -- 4:44PM, Salla wrote:

Why except the bard?  No reason it can't just be a wizard, too.

Plus, a Warlock can just be a 'vanilla' wizard as well; the pact is just fluff.




I couldn't remember if there was a lot of fluff for the Bard in Dragonlance or not, so I was erring on the side of caution. If the setting doesn't have fluff for the class, then yes, its just a Wizard who likes stories, knowledge and, perhaps, music.




Doesn't matter if the setting does or not.  If you want to play a bard that doesn't perform in any setting, it's fine.  Fluff is mutable.

Another day, another three or four entries to my Ignore List.
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2 years ago  ::  Oct 16, 2011 - 5:27PM #40
kev777
Date Joined: Jan 27, 2010
Posts: 1,205

Oct 16, 2011 -- 4:43PM, Elemental_Elf wrote:

Oct 16, 2011 -- 3:48PM, kev777 wrote:


The biggest problem I've had to deal with so far is recreating the WoHS.      It's rather challenging with 4e because I don't feel like anything I try is really making them feel like the WoHS.    Previous editions restricted access to schools and granted bonus spells depending on the phases of the moon. but that is rather hard to do in 4e.   I've seen other ideas with themes and feats, but even they don't manage to recreate the WoHS.     Then there is the added problem of what to do with all the other 'arcane' classes in 4e.  Why would anyone care to be a wizard and pass a test (a test that could kill them) if they could just become a non-wizard arcane class?  Clearly any solution has to encompass all the arcane classes or they have to be barred from dragonlance.        




Easy solution: All arcane classes, with the exception of the Bard, are just Wizards who simply have different foci.

An Artifacer is simply a Wizard who likes allies and has an affinity for Magic items. The Sorcerer is simply a Wizard who likes blowing things up. A Swordmage and Bladesinger are simply Wizards who enjoy a bit of swordplay. A Warlock is simply a Wizard who skirts the traditions and utilizes magic from extra-planar beings.




Well some of those classes allow you to use armor which isn't very WoHS like.    With that concept what defines you as a black robe wizard? Would it be only your alignment?    Also, would you force every arcane caster to take the test?   And then what defines you as a Renegade?   Is that a theme, a background, or  feat?    Would a renegade be like the FR's red wizard of thay theme?  If so, don't forget that even though a WoHS has passed the test he could still become a renegade if he dabbles in magic that is forbidden.    And therein lies the problem with 4e there is no such thing as forbidden magical spells because everything that is available to your class is all you'll ever have.  With 4e there are no magical rules that you as a a player must decide to follow.  Then again there are no role playing requirements /restrictions for any of the classes in 4e.     Lastly, how would you allow the moons to influence all these classes?    With moon magic you'll need to ensure that it affects combat.   For example, it should be far more difficult to defeat a black robe when nuitari is in high sanction and your moon is in low sanction.    

      .  



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