|
5 months ago ::
Jan 07, 2013 - 3:00AM
#51
|
Date Joined:
Apr 15, 2001
|
I always felt that the schools were just there to organize the spells into general effect. It's not as if every wizard has banned schools.
That's very true. However, I've heard the suggestion before that wizards should be forced to choose a number of schools (the number has varied often in the suggestion) that they can cast from. And then they could either spend resources to expand this number of schools, or that they'll have to cast spells outside of these schools at one or two spell levels higher.
Birthright had something like this. They got 1 school to lvl 9 and level 3 everything esle
Reducing a character to a list of dice rolls and modifiers is not role playing*
*pg 30, AD&D 2nd Ed DMG, 1989.
|
|
|
|
5 months ago ::
Jan 07, 2013 - 4:29AM
#52
|
Date Joined:
Jan 15, 2009
|
Perhaps we should try to set up class abilities and spells so that casters could emulate any class to some degree with their magic, but not outstrip them at their specialty.
simpler than that... .
Nyeh... I think its a problem even if you try and dodge it by personal choice
|
|
|
|
5 months ago ::
Jan 07, 2013 - 4:52AM
#53
|
Date Joined:
Dec 20, 2012
|
So... I'd suggest that we just stop arguing with arderkrag. It's obvious that we aren't going to change his opinions. He's repeatedly asserted that all of you are wrong and failed to adequately support those assertions. Back on topic: I don't really know if the casting and melee classes can be balanced as long as we have pure vancian casting. It ends up with casters either being nigh useless or pushing too many other characters out of their roles. On that note I'd like to ask this question: What is the role of a caster? How can you fit a caster into a party without trivializing other party members? Perhaps we should try to set up class abilities and spells so that casters could emulate any class to some degree with their magic, but not outstrip them at their specialty.
simpler than that...
You ask the question:, "how can you fit a caster into a party without trivializing other party members?"
The answer is simply...I don't make a caster that trivializes other party members. It doesn't matter if I can make a character with the wizard class that can in fact perform as well in a sphere as someone else...so long as I don't do that to other people. If I know jimmy wants to make a rogue that is a locksmith as part of his character concept I don't take the knock spell. I may have it in my spellbook (jimmy may die or we may get seperated), but I don't ever prep it because we have jimmy. Out of character I do it because I'm not a dick. In character I don't do it because hey jimmy's character will cover that need I can fill in something else the party doesn't already have covered. If I know someone is already playing a face man I'm not going to design my wizard to act like a face man with his spells. Someone else has expressed an intrest in that type of character.
Now inversly if I built a wizard. With the express reasoning of being a face man with it. Why is it okay for someone to come along and build a rogue that is a face man? Why is the guy playing the wizard instantly the A-Hole? Maybe the guy that built the face man rogue is overshadowing me the guy that wanted to play the magical face man. Like I have always said...many of these problems can be cleared up with a session 0 type of deal where everyone agrees upon who is doing what in the party. building the party should be a group event. make sure of which characters already know each other and make sure of who wants to play what.
That is very commendable of you, but it has been shown again and again that spellcasters (at least in 3.5. I have no experience with 4e) can easily break the game if the DM isn't more knowledgable than the player. And here's the thing: some players are dicks. They will try to do this. And I'll ask you to excuse me, but I will not accept "then don't let them play", or "then don't play a wizard" as a solution. We have a chance to let our voices be heard and cut some of the cheese out of the game, so I intend to take it.
I have another question: Assuming both classes are optimized correctly, what classes does the wizard outstrip at what is supposed to be their specialty?
|
|
|
|
5 months ago ::
Jan 07, 2013 - 5:18AM
#54
|
Date Joined:
Jun 28, 2006
|
These class warfare threads are just as unproductive and ridiculous as edition warring.
|
|
|
|
5 months ago ::
Jan 07, 2013 - 5:59AM
#55
|
Date Joined:
Aug 13, 2004
|
The fighter role should be more evident. What a fighter should have is fighting techniques adapted to a fantasy world.
• There are many ways to end fighting blinded (spell effect, medusa), so every fighters should be trained to fight with limited perceptions. • The enemies come in many forms, so fighters should be trained in estimating weaknesses, even against unfamiliar opponents, without care about culture, religion or ecology of the target (as the knowledge skill is actually the only way to simulate this). • Flight or teleportation require a different approach, so fighters should have training in anticipating this kind of tactical movements and ways to handle distance. All fighters should be quickly as effective at range as in melee (now they are effective, but lack built-in quick weapon swapping). • Magic is a common threat that every fighter should be trained to resist. Any army uses spellcasters, so any fighters should be ready to oppose it.
If fighter is all about fighting, then he should be trained in keeping fighting effectively against anyone or anything.
"They are making it clear that when modern design and common sense come into conflict with tradition, tradition wins." - thecasualoblivion "Vancian isn't broken, you just have to set your game to the wizard's clock!" - Oxybe "In many ways, making a new edition of D&D is alot like trying to sell a car to the Amish." - Dwarfslayer "Encounters are the heart of the AD&D game" - PHB AD&D 2nd edition. "you shouldn't even bother trying to become like me." - Gary Gygax (Elfcrusher confirmed)
"Feel free to claim I said anything you like. How's someone going to call you out on it? Are they going to be all like, 'I know all of the things that Gary said, and that's not one of them?'" - Gary Gygax
|
|
|
|
5 months ago ::
Jan 07, 2013 - 6:33AM
#56
|
|
|
Can the fighter insta-kill...
a castle? a trap? a conversation? a mind? a spell? a treaty? a plot thread? a disease? a motive? death?
guides
Show
my builds
Show
F-111 Interdictor Long (200+ squares) distance ally teleporter. With some warlord stuff. Broken in a plot way, not a power way. Thought Switch Higher level build that grants upto 14 attacks on turn 1. If your allies play along, it's broken. Elven Critters Crit op with crit generation. 5 of these will end anything. Broken. King Fisher Does an excellent job at keeping an enemy disabled in a few ways. Strong. Boominator Fun catch-22 booming blade build with either strong or completely broken damage depending on your reading. Very Distracting Warlock Lot's of dazing and major penalties to hit. Overpowered. Pocket Protector Pixie Stealth Knight. Maximizing the defender's aura by being in an ally's/enemy's square. Yakuza NinjIntimiAdin: Perma-stealth Striker that offers a little protection for ally's, and can intimidate bloodied enemies. Very Strong. Chargeburgler with cheese Ranged attacks at the end of a charge along with perma-stealth. Solid, could be overpowered if tweaked. Void Defender Defends giving a penalty to hit anyone but him, then removing himself from play. Can get somewhat broken in epic. Scry and Die Attacking from around corners, while staying hidden. Moderate to broken, depending on the situation. Skimisher Fly in, attack, and fly away. Also prevents enemies from coming close. Moderate to Broken depending on the enemy, but shouldn't make the game un-fun, as the rest of your team is at risk, and you have enough weaknesses. Indestructible Simply won't die, even if you sleep though combat. Sir Robin (Bravely Charge Away) He automatically slows and pushes an enemy (5 squares), while charging away. Hard to rate it's power level, since it's terrain dependent. Death's Gatekeeper A fun twist on a healic, making your party "unkillable". Overpowered to Broken, but shouldn't actually make the game un-fun, just TPK proof. Death's Gatekeeper mk2, (Stealth Edition) Make your party "unkillable", and you hidden, while doing solid damage. Stronger then the above, but also easier for a DM to shut down. Broken, until your DM get's enough of it. Domination and Death Dominate everything then kill them quickly. Only works @ 30, but is broken multiple ways. Battlemind Mc Prone-Daze Protecting your allies by keeping enemies away. Quite powerful. The Retaliator Getting hit deals more damage to the enemy then you receive yourself, and you can take plenty of hits. Heavy item dependency, Broken. Dead Kobold Transit Teleports 98 squares a turn, and can bring someone along for the ride. Not fully built, so i can't judge the power Psilent Guardian Protect your allies, while being invisible. Overpowered, possibly broken Unnamed Avenger|Runepriest/Hammer of Vengance Do lot's of damage while boosting your teams. Strong to slightly overpowered. Charedent BarrageA charging ardent. Fine in a normal team, overpowered if there are 2 together, and easily broken in teams of 5. Super Knight A tough, sticky, high damage knight. Strong. Super Duper Knight Basically the same as super knight, only far more broken. Mora, the unkillable avenger Solid damage, while being neigh indestuctable. Overpowered, but not broken. Swordburst Maximus At-Will Close Burst 3 that slide and prones. Protects allies with off actions. Strong, possibly over powered with the right party.
|
|
|
|
5 months ago ::
Jan 07, 2013 - 6:57AM
#57
|
|
|
So... I'd suggest that we just stop arguing with arderkrag. It's obvious that we aren't going to change his opinions. He's repeatedly asserted that all of you are wrong and failed to adequately support those assertions. Back on topic: I don't really know if the casting and melee classes can be balanced as long as we have pure vancian casting. It ends up with casters either being nigh useless or pushing too many other characters out of their roles. On that note I'd like to ask this question: What is the role of a caster? How can you fit a caster into a party without trivializing other party members? Perhaps we should try to set up class abilities and spells so that casters could emulate any class to some degree with their magic, but not outstrip them at their specialty.
simpler than that...
You ask the question:, "how can you fit a caster into a party without trivializing other party members?"
The answer is simply...I don't make a caster that trivializes other party members. It doesn't matter if I can make a character with the wizard class that can in fact perform as well in a sphere as someone else...so long as I don't do that to other people. If I know jimmy wants to make a rogue that is a locksmith as part of his character concept I don't take the knock spell. I may have it in my spellbook (jimmy may die or we may get seperated), but I don't ever prep it because we have jimmy. Out of character I do it because I'm not a dick. In character I don't do it because hey jimmy's character will cover that need I can fill in something else the party doesn't already have covered. If I know someone is already playing a face man I'm not going to design my wizard to act like a face man with his spells. Someone else has expressed an intrest in that type of character.
Now inversly if I built a wizard. With the express reasoning of being a face man with it. Why is it okay for someone to come along and build a rogue that is a face man? Why is the guy playing the wizard instantly the A-Hole? Maybe the guy that built the face man rogue is overshadowing me the guy that wanted to play the magical face man. Like I have always said...many of these problems can be cleared up with a session 0 type of deal where everyone agrees upon who is doing what in the party. building the party should be a group event. make sure of which characters already know each other and make sure of who wants to play what.
How about THE DEVELOPERS DON'T MAKE A CASTER THAT CAN BE MADE TO DO IT (trivializing other characters) simplifying the solution even more?
|
|
|
|
5 months ago ::
Jan 07, 2013 - 7:46AM
#58
|
Date Joined:
Feb 12, 2009
|
So... I'd suggest that we just stop arguing with arderkrag. It's obvious that we aren't going to change his opinions. He's repeatedly asserted that all of you are wrong and failed to adequately support those assertions. Back on topic: I don't really know if the casting and melee classes can be balanced as long as we have pure vancian casting. It ends up with casters either being nigh useless or pushing too many other characters out of their roles. On that note I'd like to ask this question: What is the role of a caster? How can you fit a caster into a party without trivializing other party members? Perhaps we should try to set up class abilities and spells so that casters could emulate any class to some degree with their magic, but not outstrip them at their specialty.
simpler than that...
You ask the question:, "how can you fit a caster into a party without trivializing other party members?"
The answer is simply...I don't make a caster that trivializes other party members. It doesn't matter if I can make a character with the wizard class that can in fact perform as well in a sphere as someone else...so long as I don't do that to other people. If I know jimmy wants to make a rogue that is a locksmith as part of his character concept I don't take the knock spell. I may have it in my spellbook (jimmy may die or we may get seperated), but I don't ever prep it because we have jimmy. Out of character I do it because I'm not a dick. In character I don't do it because hey jimmy's character will cover that need I can fill in something else the party doesn't already have covered. If I know someone is already playing a face man I'm not going to design my wizard to act like a face man with his spells. Someone else has expressed an intrest in that type of character.
Now inversly if I built a wizard. With the express reasoning of being a face man with it. Why is it okay for someone to come along and build a rogue that is a face man? Why is the guy playing the wizard instantly the A-Hole? Maybe the guy that built the face man rogue is overshadowing me the guy that wanted to play the magical face man. Like I have always said...many of these problems can be cleared up with a session 0 type of deal where everyone agrees upon who is doing what in the party. building the party should be a group event. make sure of which characters already know each other and make sure of who wants to play what.
How about THE DEVELOPERS DON'T MAKE A CASTER THAT CAN BE MADE TO DO IT (trivializing other characters) simplifying the solution even more?
How about they don't limit options because some people are d-bags. Nothing in life stops me from crapping in the street. I know there are laws against it but laws don't ever stop people from doing stuff just discourage them from doing that stuff. Crapping in the street is still an option open to me. I don't do it, but I could. I don't even refrain from doing because there are laws discouraging it. I don't do it because crapping in the street would be a dick move (and really gross). I could do it but then I'd be a dick (and really really gross).
Something like casters being able to be good at what they do is okay so long as you have the chief rule of don't be a dick. In effect because that rule is there as soon as you make a character that overshadows another character you are breaking the rules of the game.
Also why is it okay for the rogue to overshadow the wizard? Why is that okay? What if I wanted to build the face man. I had a few options at my disposal there as far as class goes. I could go with rogue, or bard, or wizard. I chose wizard. Why am I the dick when someone else comes along and choses to build the same thing with a rogue. Why isn't the rogue player held at fault. He is overshadowing me in what I wanted to do.
I'm not saying magic should be the better option, but it needs to be a comprable option or else the wizard class is entirely a trap option.
|
|
|
|
5 months ago ::
Jan 07, 2013 - 7:54AM
#59
|
Date Joined:
Jan 15, 2009
|
The fighter role should be more evident. What a fighter should have is fighting techniques adapted to a fantasy world.
• There are many ways to end fighting blinded (spell effect, medusa), so every fighters should be trained to fight with limited perceptions. • The enemies come in many forms, so fighters should be trained in estimating weaknesses, even against unfamiliar opponents, without care about culture, religion or ecology of the target (as the knowledge skill is actually the only way to simulate this). • Flight or teleportation require a different approach, so fighters should have training in anticipating this kind of tactical movements and ways to handle distance. All fighters should be quickly as effective at range as in melee (now they are effective, but lack built-in quick weapon swapping). • Magic is a common threat that every fighter should be trained to resist. Any army uses spellcasters, so any fighters should be ready to oppose it.
If fighter is all about fighting, then he should be trained in keeping fighting effectively against anyone or anything.
Creatures you fight are also frequently huge so being able to do fantasy style judo and use there strength against them is part of that one.
Note real life knight tighting style included martial take-downs so they could increase the penetration against heavy armored adversaries (like each other)
|
|
|
|
5 months ago ::
Jan 07, 2013 - 9:00AM
#60
|
Date Joined:
Oct 25, 2010
|
The fighter role should be more evident. What a fighter should have is fighting techniques adapted to a fantasy world.
• There are many ways to end fighting blinded (spell effect, medusa), so every fighters should be trained to fight with limited perceptions. • The enemies come in many forms, so fighters should be trained in estimating weaknesses, even against unfamiliar opponents, without care about culture, religion or ecology of the target (as the knowledge skill is actually the only way to simulate this). • Flight or teleportation require a different approach, so fighters should have training in anticipating this kind of tactical movements and ways to handle distance. All fighters should be quickly as effective at range as in melee (now they are effective, but lack built-in quick weapon swapping). • Magic is a common threat that every fighter should be trained to resist. Any army uses spellcasters, so any fighters should be ready to oppose it.
If fighter is all about fighting, then he should be trained in keeping fighting effectively against anyone or anything.
This I like. Lets make the fighter a versatile warrior instead of a big dumb melee-only ogre.
|
|
|