I agree, spells need to be awesome, world breaking even, in epic. However, fighters need to be able to SoD a person by flexing their muscles, and a lot of people don't like that idea. Hell, YOU ARE GODS at epic level, or close. Does "realism" and veramiliwhatever need to come into play? Also, epic level is the best way to play, IMO. Heroic bores me to tears.
4e has that, though. And they can be used even by non-casters, to boot!
Rituals, where most of the funny spells of past editions are. I know that they get overlooked, but they are there for a reason! At high levels you can raise into the air a chunk of earth of several miles and command it at your will. If this isn't flashy, what it is? Also, the Immortality rules states that at level 30 the character basically gets a free wish before exiting the game and can do something so big that alters forever the fate of the world, and his legacy (or his physical body) lives forever. This is kinda epic.
Sadly, the rest of the game does not follow, one of the themes of epic style is that no matter how powerful you are, fate can (and will) screw you over. When you think about Achilles you don't remember that he was invulnerable, you remember that he was killed by an arrow in the k heel. Greeks were big fans of the whole "You can't escape fate".
It really is all a matter of scale. Part of the feel of 4e is that the PCs are head and shoulders above the common man. You really should feel epic in your own tier, even if your tier isn't Epic.
A 1st level character wielding Split the Sky sounds a good bit more awesome than one wielding My Weapon Just Sneezed On Your Feet.
I agree, spells need to be awesome, world breaking even, in epic. However, fighters need to be able to SoD a person by flexing their muscles, and a lot of people don't like that idea. Hell, YOU ARE GODS at epic level, or close. Does "realism" and veramiliwhatever need to come into play? Also, epic level is the best way to play, IMO. Heroic bores me to tears.
4e has that, though. And they can be used even by non-casters, to boot!
Rituals, where most of the funny spells of past editions are. I know that they get overlooked, but they are there for a reason! At high levels you can raise into the air a chunk of earth of several miles and command it at your will. If this isn't flashy, what it is? Also, the Immortality rules states that at level 30 the character basically gets a free wish before exiting the game and can do something so big that alters forever the fate of the world, and his legacy (or his physical body) lives forever. This is kinda epic.
Sadly, the rest of the game does not follow, one of the themes of epic style is that no matter how powerful you are, fate can (and will) screw you over. When you think about Achilles you don't remember that he was invulnerable, you remember that he was killed by an arrow in the k heel. Greeks were big fans of the whole "You can't escape fate".
Oh, don't get me wrong. 4e is by far the best edition, IMnot-so-humbleO. I just think that everyone needs some awesomeness, and the way to do that is to make the martial even better and earth shattering. You know Chuck Norris jokes? Martial characters should actually be able to power Australia for 43 minutes with a single sword swing.
holydoom.weebly.com: Holydoom! A lighthearted RPG in progress. Loosely based on 3.5. 4, and GURPS. Very, Very, Very loosely. Seriously, visit it now. http://community.wizards.com/go/thread/ … s_Handbook An attempt at CharOp To anyone who thinks Pathfinder is outselling D&DShow
While one report may say that FLGS report a greater amount of book sales, one cannot forget the fact that the 71000 DDI subscribers paying 6-10 dollars a month don't count as "Book Sales."
PbP supporter! General thoughts, feelings, and info on DDN!Show
Stuff I Heard Mike Say (subject to change): Multiclassing will be different than in 3.5! That's important. There is no level cap; classes advance ala 3.5 epic levels after a set level. Mundane (AKA fighter and co) encounter and daily powers will probably not be in the PHB (for the lack of space), but nor will they be in some obscure book released halfway through the edition.
You can't please everyone, but you can please me. I DO NOT WANT A FREAKING 4E REPEAT. I DO NOT WANT A MODULE THAT MIMICS MY FAVORITE EDITION. I WANT MODULES THAT MIMIC A PLAYSTYLE AND CAN BE INTERCHANGED TO COMPLETELY CHANGE THE FEEL, BUT NOT THE THEME, OF D&D. A perfect example would be an espionage module, or desert survival. A BAD EXAMPLE IS HEALING SURGES. WE HAVE 4E FOR THOSE! A good example is a way to combine a mundane and self healing module, a high-survival-rate module, and a separate pool of healing resource module.
If you want to understand the fluff conventions of 4e, reread Keep on the Shadowfell.
As for the powers you listed, no, many don't reach the height of AD&D shenanigans. They're also not limited to the die roll alone: rain of steel, for instance, becomes a nightmare when you add the static mods to it (even moreso when you can hold mobs adjacent to you). Likewise, the riders on some of those powers are far more important that a few extra dice. Banishment, for example, will win you the battle, when timed properly.
Keep in mind, 4e is far more dependent on synergy than its predecessors, both in terms of character design and party interaction, so many pieces, when viewed in a void, do not shine all that well (honestly though, if you've ever seen Blade Cascade used effectively, you wouldn't complain about it's performance).
And yes, as others have stated, the power bloat, coupled with the "go fluff yourself" mentality of the creative material does leave a great deal to be desired.
Personally, I'd rather not see a return to "well, this (spell/power/ability) completely circumvents the challenge, so nyah". As for whether they can make 5e flavorful and balanced, we'll see.
That's not a problem. It should be different from game to game. Each fantasy milieu is different; each story is it's own canvas. Having the exact same effect happen the same way every time; rather than narratively telling the story is the main problem. The minute you start designing an acting improv game for official rulings/judging etc. you start to lose that magical piece that makes it a role playing game.
That is msot definitely a problem. The heart of a modular system is the assurance that your character is going to be able to do the same things regardless of where he's playing. When a character can break the world in half in one campaign, and then be completely useless in another, despite the two being identical save for the DM, down to the dice rolled, and the best answer the designers can give is "work it out yourself," you have a flawed game.
Zammm = Batman. Bronies unite. "I'd call you a genius, but I'm in the room." It's my sig in a boxShow
Funny story: InQuest Magazine (I think it was InQuest) had an oversized Chaos Orb which I totally rooked someone into allowing into a (non-sanctioned) game. I had a proxy card that was a Mountain with "Chaos Orb" written on it. When I played it, my opponent cried foul:
Him: "WTF? a Proxy? no-one said anything about Proxies. Do you even own an actual Chaos Orb?" Me: "Yes, but I thought it would be better to use a Proxy." Him: "No way. If you're going to put a Chaos Orb in your deck you have to use your actual Chaos Orb." Me: "*Sigh*. Okay."
I pulled out this huge Chaos Orb and placed it on the table. He tried to cry foul again but everyone else said he insisted I use my actual Chaos Orb and that was my actual Chaos Orb. I used it, flipped it and wiped most of his board.
Unsurprisingly, that only worked once and only because everyone present thought it was hilarious.
My DM on Battleminds:
no, see i can kill defenders, but 8 consecutive crits on a battlemind, eh walk it off.
Hi guys! So, I'm a sort of returning player to Magic. I say sort of because as a child I had two main TCG's I liked. Yu-Gi-Oh, and Pokemon. Some of my friends branched off in to Magic, and I bought two pre-made decks just to kind of fit in. Like I said, Yu-Gi-Oh and Pokemon were what I really knew how to play. I have a extensive knowledge of deck building in those two TCG's. However, as far as Magic is concerned, I only ever used those two pre made decks. I know how the game is played, and I know general things, but now I want to get in the game for real. I want to begin playing it as a regular. My question is, are all cards ever released from the time of the inception of this game until present day fair game in a deck? Or are there special rules? Are some cards forbidden or restricted? Thanks guys, and I will gladly accept ANY help lol.
I have the same problem with women.
Is this my new ego sig? Yes it is, other BarryShow
And that's why you should never, ever call RP Jesus on being a troll, because then everyone else playing along gets outed, too, and the thread goes back to being boring.
See, this is why RPJesus should be in charge of the storyline. The novel line would never have been cancelled if he had been running the show. Specifically the Slobad and Geth's Head talkshow he just described.
Not only was that an obligatory joke, it was an on-topic post that still managed to be off-topic due to thread derailment. RP Jesus does it again folks.
It was wonderful. Us Johnnies had a field day. That Timmy with the Grizzly bears would actually have to think about swinging into your Mogg Fanatic , giving you time to set up your silly combo . Nowadays it's all DERPSWING! with thier blue jeans and their MP3 players and their EM EM OH AR PEE JEES and their "Dewmocracy" and their children's card games and their Jersey Shores and their Tattooed Tenaged Vampire Hunters from Beverly Hills
Seriously, that was amazing. I laughed my *ss off. Made my day, and I just woke up.
ArtVenn You're still one of my favorite people... just sayin'.
You... You... Evil something... I actualy made the damn char once I saw the poster...
Now you made me see it again and I gained resolve to put it into my campaign. Shell be high standing oficial of Cyrix order. Uterly mad and only slightly evil.
And it'll be bad. Evil even. And ill blame you and Lizard for it :P.
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...Am I the only one that thinks this is reaching the point of downright Kafkaesque insanity?
I condone the use of the word Kafkaesque. However, I'm presentely ambivalent. I mean, that can't be serious, right? We're April 1st, right? They didn't mod RPJesus for off-topic discussion when the WHOLE THREAD IS OFF-TOPIC, right?
Save or die. If you disagree with this, you're wrong (Not because of any points or arguements that have been made, but I just rolled a d20 for you and got a 1, so you lose).
HOW DID I NOT KNOW ABOUT THE BEAR PRODUCING WORDS OF WILDING?! WHAT IS WRONG WITH ME?!
That's what RPJesus tends to do. That's why I don't think he's a real person, but some Magic Card Archive Server sort of machine, that is programmed to react to other posters' comments with obscure cards that do in fact exist, but somehow missed by even the most experienced Magic players.
And then come up with strange combos with said cards. All of that is impossible for a normal human to do given the amount of time he does it and how often he does it.
He/It got me with Light of Sanction , which prompted me to go to RQ&A to try and find if it was even possible to do combat damage to a creature I control (in light that Mark of Asylum exists).
Blue players get all the overpowerered cards like JTMS. I think it's time that wizards gave something to people who remember what magic is really about: creatures.
Initially yes, Wizards was married to blue. However, about a decade ago they had a nasty divorce, and a few years after that they began courting the attention of Green. Then in Worldwake they had a nasty affair with their ex, but as of Innistrad , things seem to have gotten back on track, and Wizards has even proposed .
You are my favorite. Yes you. And moments like this make it so. Thank you RPJesus for just being you.
Please Allow AD&D the opportunity to show you how it's done...
Impervious Sanctity of Mind
Level: 7 Cleric Spell Duration: 10 minutes per level Game Effect: When using this spell, the priest renders his mind completely immune to any mind-affecting spell, power, or psionic effect.
Sphere of Ultimate Destruction
Level: 9 Wizard Spell Range: over 90 yards Duration: 1 minute per level Game Effect: This awful spell brings into existence a short-lived sphere of annihilation, a victim who is unaware of the sphere's appearance or unable to move is destroyed without a saving throw.
Iron Body
Level: 8 Wizard Spell Duration: 1 minute per level Game Effect: This spell transforms the caster's body into living iron, the caster can only be injured by blunt weapons of +3 or better value, or 8th level monsters or higher. Slashing weapons, falling, crushing, and construction attacks of all types are completely unable to harm the caster. Spells or attacks that affect the subject's physiology or respiration fail completely. Spells that have weight limits should be applied to the wizard as if he weighed over 3,000 pounds. The wizard ignores electrical attacks and takes half damage vs. fire, save for 1/4.
Resurrection
Level: 7 Cleric Spell Game Effect: The priest is able to restore life and complete strength to any living creature, including elves. The creature can have been dead up to 10 years per level of the priest casting the spell. Thus a 19th level priest can ressurect the bones of a creature dead up to 190 years.
Control Weather
Level: 7 Druid Spell Duration: 8-96 hours Area of Effect: 8-32 square miles Game Effect: The Control weather spell enables a priest to change the weather in the local area, e.g. he can cause precipitation to go from partly cloudy to heavy sleet, temperature to go from cool to arctic, and wind to go from strong to Hurricane-typhoon.
Creeping Doom Level: 7 Druid Spell Duration: 4 minutes per level Game Effect: When the caster utters the spell of creeping doom, he calls forth a mass of 500-1000 venomous biting and stinging arachnids, insects, and myriapods in a 20 ft square, moving in the direction in which the caster commands. The creeping doom slays any creature subject to normal attacks, so that up to 1000 points of damage (each of the small horrors inflicts 1 point of damage) can be inflicted on creatures within the path.
... i'll spare you guys the other doom awaiting in spells such as Pierce any Shield, the drow Black Blade of Disaster, Polymorph Other, and the Wujen Wish. Unless you really want to know.
Note: This isn't about an edition war, it's about how spells and powers have been getting more dramatic yet undeserved titles, even at epic levels - and it's got to stop, or 5e characters will be laughing stocks.
Lord Level: 9 Fighter Duration: Permanent Game Effect: A fighter after building his barony, automatically attracts soldiers, who having heard of the fighter, come for the chance to gain fame, adventure and cash. They are loyal. Soldiers journey to his domain, thereby increasing his power. Furthermore, the fighter can tax and develop these lands gaining a steady income from them. In addition to regular men-at-arms, the fighter also attracts an elite body-guard, who have greater loyalty to their Lord than the common soldiers. Finally, the leader of the troops is also considered a leveled character with their own equipment and up to 4 magic items.
Death Blow Level: 15 Fighter Game Effect: This skill allows warriors to strike deadly blows that can fell an opponent in a single stroke. A death blow must be announced. If the attack hits, the opponent suffers normal damage from the blow and must save vs. death or be slain immediately (Opponents higher level than the Warrior are immune to the effect, so a 25th level Fighter could SoD a Great Wyrm).
Hardiness Level: 15 Fighter Game Effect: Warriors with this skill can use their inner strength to delay and later recover from the harmful effects of special attacks including blindness, deafness, ability score reduction, petrification, polymorph, instant death/SoD, magical aging, and energy drain or level loss, by making a skill check. If the check succeeds, no harmful effect takes place for a number of minutes dependent on level. 15-19: 5 minutes 20-24: 10 minutes 25-29: 15 minutes 30: half an hour If the warrior recieves a cure for the given effect, or the effect's duration expires before the listed time above, then there is no further effect. If the effect is still in place after the listed duration, or has not been cured, the fighter lapses into unconsciousness while their body struggles to resist. The duration ranges depending on severity, from 1 day, for effects like blindness and disease, to 1 week for effects like SoD, to 1 month, for extreme effects like level drain. At the end the Fighter makes a system shock (90-95% chance of success) and either heals completely or takes the effect.
Captivate Level: 15 Fighter Game Effect: The character has Presence, even without a skill roll effecting children, members of the opposite sex, and other warriors of the same race and at least one part matching alignment, such as chaotic, neutral, or good. With minimum encouragement NPCs give the warrior information, perform errands, make introductions, etc. The warrior is a celebrity in the eyes of creatures with less than 8 levels. The warrior is also able plant suggestions, save to negate.
Breech Immunity Level: 21+ Fighter Game Effect: The Fighter can strike as a magical weapon without one, hitting creatures requiring a +1 or better weapon to hit. This bonus increases again to +2 at 24th level, +3 at 27th level, and +4 at 30th level.
Magic Resistance Level: 1+ Fighter Game Effect: The fighter gains 2% magic resistance per level, so that at 10th level, they have 20% Immunity to Unwanted Magic, at 15th level 30%, at 20th level 40%, at 25th level 50%, and 60% at 30th level.
... I don't think it's necessary to go into the Dark Sun Armies - a logical extension of the 9th level Barony, or the effects of Grand Mastery.