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8 months ago ::
Oct 29, 2012 - 1:03PM
#151
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Date Joined:
May 18, 2002
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Assume, the characters had learned about this altar prior to the combat, you are know forcing the group to say, tough luck, even though you know how to purify the altar can you not do it in combat since it requires 10 minutes casting to use a simple purify water spell.
which is why the option to use any spell both ways would be very nice.
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8 months ago ::
Oct 29, 2012 - 1:03PM
#152
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You prove my point for me. If there are synchronization problems with multiclassing, you need all the classes before you start working on multiclassing.
A concise set of multiclassing rules makes it easier to find the problems a class will cause when multiclassing.
Creating classes first just means they'll have to be reworked when multiclassing emerges, or the mutliclassing system will have to be convoluted full of limitations and exceptions to force it to play nice with static classes. Getting mutliclasing right is a jigsaw puzzle, not Tetris.
3.xe pick a level and add it was a terrible design, and should be left behind (too open to abuse). If you take the limited multi-classing options (feats) from 4e or the more limited 2e system this becomes a smaller issue.
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8 months ago ::
Oct 29, 2012 - 1:05PM
#153
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I like if the utility spells would also take up spell slots via vancian casting instead of being ritual based and that do of course require additional spell slots.
All this does is auto-slot stuff like Knock and Purify Water, because the might be needed.
The ritual system just says "this isn't a combat spell, so don't waste slots on it".
The system is repeating the mistakes of 4e in order to try telling people what is acceptable play styles
For instance, you might have an encounter, were there is fighting in the room, but there is also some kind of altar generating a semipermanent magical effect giving a bonus to the bad guy, but the altar can be neutralised by using a purify water spell on the vile water in a basin upon the altar.
Assume, the characters had learned about this altar prior to the combat, you are know forcing the group to say, tough luck, even though you know how to purify the altar can you not do it in combat since it requires 10 minutes casting to use a simple purify water spell.
Well, there might be lots of cases in combat were it makes a huge difference with the casting time for knock, for instance: if you can get the door up fast enough in order to prevent the guards on the other side of the door to send a messenger calling for reinforcements if you can get the door up fast enough in order to prevent people from drowning (such a trap did happen in one of my games) if you can get the door at the end of the tunnel up fast enough before you are killed by the burning oil being dropped through holes in the roof and so forth
seems to me, this proposed 5e spell system is repeating the 4e mistakes and it will annoy lots of pre 4e fans because it reduce the amount of stories they can tell if they switch to 5e, that is, they will stay with existing systems.
Seriously go download the packet so you will quit making these mistakes. In 5E you can memorize or ritualize a ritual spell, so you can cast it as an action or take 10 minutes to cast it as a ritual...
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8 months ago ::
Oct 29, 2012 - 1:07PM
#154
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Date Joined:
Mar 26, 2007
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Rounds in 2nd ed were 1 minute? Been a while that may have been Basic or somehting else.
That's right, had fogotten that ... 1-3 minutes
dang
A round is 1 minute in 1st/2nd Ed, and 10 seconds in Basic (Basic was ahead of its time).
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8 months ago ::
Oct 29, 2012 - 1:07PM
#155
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Date Joined:
Oct 27, 2012
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I vote for using higher level spell slots to make low levels spells more frequent. Like, burning hands in a 3th level slot is an encounter power, and using a 6th level slot let's you use burning hands at-will.
Thus a high level wizard could charm person someone indefniatly, at the cost of appropriate resources.
That's actually a really cool idea mello.
Indeed. I vote for something like this.
And here I stopped suggesting exactly that like 6 months ago because nobody liked it.
Doesn't this all work better with spell points?
Like 2 points at level one (1 point per spell), then 4 points at level two. You can cast 4 first level daily spells OR spend 3 points points to turn one spell into an encounter, and have a single daily left over. And so on... (with some thought out cost and level chart)
+1
It seems power points - mana - should be the default because it is such a versatile system, it can easily represent Vancian and Spontaneous, and just about any other magical systems. Even Encounter powers can built by spending the mana available at each level.
Personally i do not like power points, mostly because i tried that in 2e spell and magic options and loved it when playing a wizard, but experience tells me, that was bad for game balance, because it did mean you could 1) increase the amount of used high (for you) spell level area spells while simultaneously 2) increase the amount of low spell level utility spells at the cost of medium (for you) spell level spells.
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8 months ago ::
Oct 29, 2012 - 1:10PM
#156
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Date Joined:
Apr 15, 2001
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Kinda missed the old 2nd ed 1 minute mechanic. No more 18-30 second combats and spells lasting 10 minutes/level or whatever weren't as good.
Reducing a character to a list of dice rolls and modifiers is not role playing*
*pg 30, AD&D 2nd Ed DMG, 1989.
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8 months ago ::
Oct 29, 2012 - 1:13PM
#157
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Date Joined:
May 18, 2002
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The playtest 2 math strongly suggest that spell points is exactly equal to spell level.
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8 months ago ::
Oct 29, 2012 - 1:14PM
#158
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I vote for using higher level spell slots to make low levels spells more frequent. Like, burning hands in a 3th level slot is an encounter power, and using a 6th level slot let's you use burning hands at-will.
Thus a high level wizard could charm person someone indefniatly, at the cost of appropriate resources.
That's actually a really cool idea mello.
Indeed. I vote for something like this.
And here I stopped suggesting exactly that like 6 months ago because nobody liked it.
Doesn't this all work better with spell points?
Like 2 points at level one (1 point per spell), then 4 points at level two. You can cast 4 first level daily spells OR spend 3 points points to turn one spell into an encounter, and have a single daily left over. And so on... (with some thought out cost and level chart)
+1
It seems power points - mana - should be the default because it is such a versatile system, it can easily represent Vancian and Spontaneous, and just about any other magical systems. Even Encounter powers can built by spending the mana available at each level.
Personally i do not like power points, mostly because i tried that in 2e spell and magic options and loved it when playing a wizard, but experience tells me, that was bad for game balance, because it did mean you could 1) increase the amount of used high (for you) spell level area spells while simultaneously 2) increase the amount of low spell level utility spells at the cost of medium (for you) spell level spells.
What if each level had its own spell point total and you could only spend those points on spells of the same level?
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8 months ago ::
Oct 29, 2012 - 1:15PM
#159
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Date Joined:
May 18, 2002
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What if each level had its own spell point total and you could only spend those points on spells of the same level?
Then it's exactly the same as spell-slots, just obfuscated by needless math.
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8 months ago ::
Oct 29, 2012 - 1:16PM
#160
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Date Joined:
Apr 15, 2001
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Spell points were an option in 2nd ed in Spells and Magic. The main result was wizards cast more higher level spells and ran out of spells alot quicker. If you are only doing 3-4 combats a day once a wizard got around 12 spells or so they could cast a spell every round anyway. Alot of the time dumping haste or something like that was the better option and hang back and let everyone else deal with it was a decent option.
Reducing a character to a list of dice rolls and modifiers is not role playing*
*pg 30, AD&D 2nd Ed DMG, 1989.
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