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Switch to Forum Live View Do you still like, or ever liked, "Wands of X" and similar mechanics?
1 year ago  ::  Feb 20, 2012 - 12:50AM #1
Foxface
Date Joined: Aug 1, 2009
Posts: 2,332
I started D&Ding with AD&D 1e and got really into it with 2e, so it's not like I haven't been around the block a few times.  I enjoyed the game, but I do remember some quirky rules or "conventions" of the game that always sort of irked me.  They were not necessarily "bad" or "unsound" mechanics.  I just didn't like the feel of them.

The biggest offender for me was "Wands of X" and other magical items that had spell charges.  In some cases it felt okay, like a ring that grants 3 wishes.  But that felt okay because it echoed established fantasy tropes like Aladdin's Genie/Djinni, or any number of fairy-tales.  3 is nice number with good narrative rhythm.

But a Wand of X with 50 charges?  Ugh.  It felt awkward and artificial to me.  Aside from some potentially unfortunate mechanical aftereffects (like a Wand of Knock devaluing the party's rogue/thief, or a Wand of CLW acting as a band-aid stick), the overall feel of this sort of magic gun with a clip of spells bothered me.  It didn't echo any fantasy narrative I was familiar with, and all-around felt silly to me.  I wasn't sad to see this convention go by the wayside.

Anyone else feel this way?  Did you feel it for the same reasons as I?  What were your reasons for not liking it?

Or did you really like these mechanics, and the feel they evoked?  Did it evoke the same feel as it did for me, but you just liked it?  Or maybe it evoked something that I missed?

Please share your thoughts.
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1 year ago  ::  Feb 20, 2012 - 1:06AM #2
Salla
Date Joined: Apr 3, 2003
Posts: 23,557
I was usually pretty neutral.  I never LIKED it, because in many ways it felt like a patch for trying to solve the problem of casters running out of spells.  I didn't care for the fact that the rogue was better served with wands of Knock and Find Traps maxed out Use Magic Device than actually learning to pick locks, either.
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1 year ago  ::  Feb 20, 2012 - 1:19AM #3
Foxface
Date Joined: Aug 1, 2009
Posts: 2,332

Feb 20, 2012 -- 1:06AM, Salla wrote:

I was usually pretty neutral.  I never LIKED it, because in many ways it felt like a patch for trying to solve the problem of casters running out of spells.  I didn't care for the fact that the rogue was better served with wands of Knock and Find Traps maxed out Use Magic Device than actually learning to pick locks, either.




Maybe that was it.  "Oh no!  Casters can run out of spells and be useless!  Let's give them an easy way to circumvent their only real weakness!"  Certainly that was a mechanical issue for me.

What about "feel", Salla?  Did you like, dislike, or remain neutral on the idea of magic items with limited charges?  Do you like what that evokes, setting-wise, or did it bother you?

Essentials zigged, when I wanted to continue zagging.

Roll dice, not cars.
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1 year ago  ::  Feb 20, 2012 - 1:25AM #4
Salla
Date Joined: Apr 3, 2003
Posts: 23,557
Yeah, it seemed to me that the correct way to fix the issue of casters running out of spells would be to make them not run out of spells (see: 4e's at-will powers).

As far as feel goes ... neutral.  It was what it was.  It seems most appropriate to a setting where magic has notable effects on sociological development (which should be all of them, of course).
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1 year ago  ::  Feb 20, 2012 - 1:32AM #5
TheMormegil
Date Joined: Aug 19, 2007
Posts: 2,064
Mmmm... I think it fits Eberron more than, say, Forgotten Realms, and surely much more than Dark Sun. It's something I think would be commonplace in high magic high technology settings, much less in settings where resource management is key (i.e. Dark Sun).
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1 year ago  ::  Feb 20, 2012 - 1:47AM #6
jonathan_sicari
Date Joined: Sep 1, 2008
Posts: 3,414
I never really liked it, it just always seemed well, necessary at low levels (I forget how many level 5 magic users I saw with wands of fireball or sleep, or staff of the archmagi). Then at high level...
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1 year ago  ::  Feb 20, 2012 - 2:01AM #7
DarkSphinx
Date Joined: Sep 1, 2009
Posts: 202
I do like the way wands are done in AD&D, but I don't much like the generic, "any spell under a certain level" can be put into a wand of 3E.  It took me a little while to come to grips with the 4E method of wands:  "They're really not storage devices at all!" was my first thought.  Then I realized they ARE storage devices, but for (generally) only one spell at a time, with an automatic recharge capability (of 5 minutes or 6 hours).  I would say that the wand mechanics (and powers, in general) were major driving forces in the way I built my 4E campaign world.

-DS
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1 year ago  ::  Feb 20, 2012 - 2:28AM #8
Kalnaur
Date Joined: Oct 19, 2008
Posts: 4,874

Feb 20, 2012 -- 12:50AM, Foxface wrote:

I started D&Ding with AD&D 1e and got really into it with 2e, so it's not like I haven't been around the block a few times.  I enjoyed the game, but I do remember some quirky rules or "conventions" of the game that always sort of irked me.  They were not necessarily "bad" or "unsound" mechanics.  I just didn't like the feel of them.

The biggest offender for me was "Wands of X" and other magical items that had spell charges.  In some cases it felt okay, like a ring that grants 3 wishes.  But that felt okay because it echoed established fantasy tropes like Aladdin's Genie/Djinni, or any number of fairy-tales.  3 is nice number with good narrative rhythm.

But a Wand of X with 50 charges?  Ugh.  It felt awkward and artificial to me.  Aside from some potentially unfortunate mechanical aftereffects (like a Wand of Knock devaluing the party's rogue/thief, or a Wand of CLW acting as a band-aid stick), the overall feel of this sort of magic gun with a clip of spells bothered me.  It didn't echo any fantasy narrative I was familiar with, and all-around felt silly to me.  I wasn't sad to see this convention go by the wayside.

Anyone else feel this way?  Did you feel it for the same reasons as I?  What were your reasons for not liking it?

Or did you really like these mechanics, and the feel they evoked?  Did it evoke the same feel as it did for me, but you just liked it?  Or maybe it evoked something that I missed?

Please share your thoughts.




I've only experienced the old ways through video games, and can say that those charges made me never use the item in question for fear that I'd need it later.  Meanwhile, wands and other magic of 4th edition made me feel like it was a daily, not "campaignly" decision to use magic items of any kind, least of all wands.

tl;dr I like 4th's version because I feel more prone to use them.

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1 year ago  ::  Feb 20, 2012 - 3:34AM #9
rrrsenal
Date Joined: Nov 11, 2007
Posts: 105

Feb 20, 2012 -- 12:50AM, Foxface wrote:

I started D&Ding with AD&D 1e and got really into it with 2e, so it's not like I haven't been around the block a few times.  I enjoyed the game, but I do remember some quirky rules or "conventions" of the game that always sort of irked me.  They were not necessarily "bad" or "unsound" mechanics.  I just didn't like the feel of them.

The biggest offender for me was "Wands of X" and other magical items that had spell charges.  In some cases it felt okay, like a ring that grants 3 wishes.  But that felt okay because it echoed established fantasy tropes like Aladdin's Genie/Djinni, or any number of fairy-tales.  3 is nice number with good narrative rhythm.

But a Wand of X with 50 charges?  Ugh.  It felt awkward and artificial to me.  Aside from some potentially unfortunate mechanical aftereffects (like a Wand of Knock devaluing the party's rogue/thief, or a Wand of CLW acting as a band-aid stick), the overall feel of this sort of magic gun with a clip of spells bothered me.  It didn't echo any fantasy narrative I was familiar with, and all-around felt silly to me.  I wasn't sad to see this convention go by the wayside.

Anyone else feel this way?  Did you feel it for the same reasons as I?  What were your reasons for not liking it?

Or did you really like these mechanics, and the feel they evoked?  Did it evoke the same feel as it did for me, but you just liked it?  Or maybe it evoked something that I missed?

Please share your thoughts.


I liked the idea of charges.  It made wands different from other magic items.  Also, depending on their check, I would only give a rough idea of how many charges were left to create some suspense

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1 year ago  ::  Feb 20, 2012 - 3:42AM #10
Rothe
Date Joined: Jun 19, 2008
Posts: 2,049
I never really liked them that much. Basically they existed only because the system resource management almost required it.

I'd rather have a wand with 1 charge per encounter or X charges per day. Or a wand that lets you cast spell X by powering it up with a spell of same or higher level (spell expended without effect). Perhaps an artificer would then have a few extra "wand uses" on top of his spells as a special feature.
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