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6 months ago ::
Dec 02, 2012 - 11:36PM
#11
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Date Joined:
Aug 28, 2005
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The biggest change for wizards is that we are going to separate spell preparation and spellcasting. You can prepare a number of spells, let's say three, for each level you can cast. When you cast a spell, you pick any spell you have prepared and spend the corresponding spell slot to cast it. This mechanic mirrors the flexibility we gave to clerics. My favorite part! A new age take on spell prep! Sweet!
Sounds like the Spirit Shaman from 3.5's Complete Divine? I hope so, because that was awesome.
Why, yes, as a matter of fact I am the Unfailing Arbiter of All That Is Good Design (Even More So Than The Actual Developers) TMSpeaking of things that were badly designed, please check out this thread for my Minotaur fix. What have the critics said, you ask? "If any of my players ask to play a Minotaur, I'm definitely offering this as an alternative to the official version." - EmpactWB "If I ever feel like playing a Minotaur I'll know where to look!" - Undrave "WoTC if you are reading this - please take this guy's advice." - Ferol_Debtor_of_Torm "Really full of win. A minotaur that is actually attractive for more than just melee classes." - Cpt_Micha Also, check out my recent GENASI variant! If you've ever wished that your Fire Genasi could actually set stuff on fire, your Water Genasi could actually swim, or your Wind Genasi could at least glide, then look no further. Finally, check out my OPTIONS FOR EVERYONE article, an effort to give unique support to the races that WotC keeps forgetting about. Includes new racial feature options for the Changeling, Deva, Githzerai, Gnoll, Gnome, Goliath, Half-Orc, Kalashtar, Minotaur, Shadar-Kai, Thri-Kreen, Warforged and more!
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6 months ago ::
Dec 02, 2012 - 11:37PM
#12
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So spell slots for wizards will work like spell points?
Kind of? Think of it more like a 3.5 sorcerer who has to choose which spells he knows at the beginning of the day.
Or the erudite.
République du Plateau, Montréal, Québec
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6 months ago ::
Dec 02, 2012 - 11:37PM
#13
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Seems like they still are out of touch on what the problems are, and can only focus on immediate issues. We aren't yet at the point where we need to worry so much about numbers, like how much damage the Rogue deals or how much a Fighter can mitigate. They still need to focus on actual mechanics, and while there is some work on that, it doesn't seem to be nearly enough.
I seriously have to wonder, with this rate of progress do they actually expect to finish this within the next few years? It still looks like they just grabbed the old edition rules, stripped away almost everything, and tossed in expertise dice and a worse designed healing surge. It's been months, they've hardly added anything, have had lots of feedback, and are still throwing around random ideas, some of which they know people hate, to "see what sticks".
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6 months ago ::
Dec 02, 2012 - 11:37PM
#14
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Date Joined:
Jun 17, 2010
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The biggest change for wizards is that we are going to separate spell preparation and spellcasting. You can prepare a number of spells, let's say three, for each level you can cast. When you cast a spell, you pick any spell you have prepared and spend the corresponding spell slot to cast it. This mechanic mirrors the flexibility we gave to clerics. My favorite part! A new age take on spell prep! Sweet!
Sounds like the Spirit Shaman from 3.5's Complete Divine? I hope so, because that was awesome.
Very close, from my hazy memories of it. But he is right, it's the exact spell prep system the current Cleric uses. Is that close to what you had in mind?
D&D Next = D&D: Quantum Edition
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6 months ago ::
Dec 02, 2012 - 11:37PM
#15
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The biggest change for wizards is that we are going to separate spell preparation and spellcasting. You can prepare a number of spells, let's say three, for each level you can cast. When you cast a spell, you pick any spell you have prepared and spend the corresponding spell slot to cast it. This mechanic mirrors the flexibility we gave to clerics. My favorite part! A new age take on spell prep! Sweet!
Sounds like the Spirit Shaman from 3.5's Complete Divine? I hope so, because that was awesome.
That, plus he can convert low level spells into high level ones.
République du Plateau, Montréal, Québec
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6 months ago ::
Dec 02, 2012 - 11:37PM
#16
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Date Joined:
Jun 28, 2006
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So spell slots for wizards will work like spell points?
Not exactly. You still have a set number of spells of each level per day. It's more like 3.x sorcerers, except you can change your spells "known" each day from your spellbook, if that makes sense.
[Edit] Someone already beat me to it.
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6 months ago ::
Dec 02, 2012 - 11:39PM
#17
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So spell slots for wizards will work like spell points?
Not exactly. You still have a set number of spells of each level per day. It's more like 3.x sorcerers, except you can change your spells "known" each day from your spellbook, if that makes sense.
[Edit] Someone already beat me to it.
I edited that post already. It's like the psionic Erudite from complete psionics (3.5).
République du Plateau, Montréal, Québec
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6 months ago ::
Dec 02, 2012 - 11:42PM
#18
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Date Joined:
Aug 22, 2007
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I don't know If I like the wizard thing. I'd also like to continue making sneak attack an option, rather than having it be the default mode for all rogues. For example, a rogue might have the option to take better starting weapons, trading the spike of sneak attack for steadier damage, or the option to gain a special dodge ability to focus on reducing damage taken rather than boosting damage dealt.
Dey dun stol mai idea!
Level 1 Roguish Combat Tactic: Choose one
Combat Rake: You have prroficiency with martial weapons, medium armor, and shields. Evasion: If you make a successful Stenth, Dexterity or Constitution saving against an attack that normally deals half damage on a successful save, you instead takes no damage. Scoundrel Strike: When you attack with advantage with a melee weapon, add your Strength modifier to your damage roll. Sly Flourish: When you attack with a finesse or basic ranged weapon, add your Charisma modifier to your damage roll. Sneak Attack: When you attack with advantage, you may give up your advanatage to gain a bonus to your damage roll. This extra damage is 1d6 at 1st level, and it increases by 1d6 every two rogue levels thereafter Uncanny Dodge: The first time you are hit each turn, you may reduce the damage. This damage reduction is 1d6 at 1st level, and it increases by 1d6 every two rogue levels thereafter
Orzel, Halfelven son of Zel, Mystic Ranger, Bane to Dragons, Death to Undeath, Killer of Abyssals, King of the Wilds.
Constitution Based Class for Next!
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6 months ago ::
Dec 02, 2012 - 11:55PM
#19
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Date Joined:
Jul 29, 2010
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I was the first to complain about the spellslot issues, but the signature spell sort of fixed it (if all you wanted was to kill) as i saw the other night with my players. plus a wand makes a wizard helps) Especially when level 1 is so short. free rituals is a huge boon as long as they balance. maybe a limited number of rituals per day. but at least featherfall will get some love.
spell power is an issue, but so far my characters have found the game easy and they are only a group of four. reason, two fighters who heaps of damage.
The spell preparation thing is huge, it helps fix the cleric being overpowered compared to wizards and also means that you can prepare the wrong spell, you are not stuck. but perhaps that does hurt the wizard flavour, but when you think about it wizard mitigate the whole choosing before you cast thing, previous edition wizards had spellbook extracting items in 4E and scrolls which could be made by wizards in 3E plus heavy use of divination spells in both editions. With this system, you could make scrolls take a spellslot to cast preventing a wizard hording scrolls. While not strictly vancian, vance was not making a game. perhaps strict vancing should be a module or tradition.
scalable spells is very important for at wills (and spells in general). burning hands against a hobgoblins is nothing. wizard is doing 1d6. fighter at level 2 1d8+1d6+4 with a chance of a crit. since non attack spells don't have crits, that needs to adjusted (mitigated by the feat). i hope at will spells have more flavour and less focus on just damage, burning hands while weak was fun to set fire to anything that could burn.
but now i wonder who would be a sorceror? flexible spell casting was their entire identity. perhaps only a very limited numbers of spells (or signature spells) but they can cast it a lot more. (then again 5 fireballs a day would be pain) or maybe just all signature (then what about warlocks, all at wills)
never the less, i like what the Wizard of the Coast have done, i like where they are going and i hope they keep it up. they actually listen to our comments well and seem to do some of what at least i suggested and other of the forum also echoed
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6 months ago ::
Dec 02, 2012 - 11:59PM
#20
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Date Joined:
May 12, 2009
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Not surprising the feedbacks were anticipated with that kind of push. Next stage sounds promising though! A few things i am looking forward to: Rogues: The new approach of Skills Dice for Rogues seems very interesting. I like the exemple presented a lot using contests to cause a variety of nonmagical effects. It differentiate it from the Fighter's Expertise Dice mechanic. I am good with Sneak Attack forgoing advantage for extra damage, as long as the damage is significant enought, otherwise it won't be a fair trade. I think its also good to have the option to get it or some other benefits instead, like better weapon proficiency or a Dodge ability mentioned. Spellcasting: I am okay with casters receiving more slots than the last packet and i am happy to hear at-will spells will scale in damage and effect to remain relevant at all levels. Personally i'd prefer a separate category of at-will spells over an at-will version of existing spells. For Rituals if casters have more spell slots at this point i'd prefer if they were just spells again and use those. I like the rules for casting spells while in armor. Its simple and elegant! Cleric: Turn undead and Healing Pool not sure yet, i will have to see but the Positive Energy references was sounded. I like that the deities are revisited to include armor proficiency personally. I am also for the diversification of gods and Clerics titles. Wizard: I am happy to hear traditions will feature every schools of magic again. I prefer Wizards to have a spellcasting method different than the Cleric though, it was more true to Vancian style. Fighter: I like the Parry mechanic that doesn't use Expertise Dice better. Core Rules: The breaking up of the core rules into basic, standard, and advanced sections to set apart the game's core complexity sound like good idea.
Yan Montréal, Canada
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