I'm a guy. I like pretty women. But all these bikini-clad or bare-midriff adventurers are ridiculous. It makes NO SENSE. It breaks immersion. And it makes it that much harder for many girls or young women to find D&D approachable. Also, as a guy who likes playing funny characters, I think the occasional funny-looking guy or gal is perfectly appropriate. D&D is about adventure, but there should be room for other elements, and one of those is humor. Don't make D&D so...
View full commentI'm a guy. I like pretty women. But all these bikini-clad or bare-midriff adventurers are ridiculous. It makes NO SENSE. It breaks immersion. And it makes it that much harder for many girls or young women to find D&D approachable.
Also, as a guy who likes playing funny characters, I think the occasional funny-looking guy or gal is perfectly appropriate. D&D is about adventure, but there should be room for other elements, and one of those is humor.
Don't make D&D so 1-dimensional (or even 2-dimensional). Leave some room in it for the real world to creep in, where sometimes you fall in love with the average-looking but wonderful girl...
Aaaaahh! Defender abjurers! Yes, yes, yes! All other ideas are pretty damn cool as well. You deconstruct the essential elements of the classes with amazing insight. My hat's off to you, sir.
Nailing it again, even more if we take into account you posted this before Heroes of Elemental Chaos... 101% agree with the "seeds" the sorcerer is able to control. Maybe even we can work with the concept that Epic Spell introduced back in 3rd Edition with the Epic Level Handbook.
Sure you got the flavor right, now comes the hard part: how to reflect this on game terms? I think 4e did a great job in this issue, though of course it can get even better. Having sorcerers wield the elemental forces of creation seems just natural, but wouldn't that overlap the warlocks and their fiendish pacts' origins? On the other hand, you have posted previously (or was it one of our long overnight chats?) that sorcerers should have the monopoly on "on the fly" spells. I can't agree more...
View full commentSure you got the flavor right, now comes the hard part: how to reflect this on game terms? I think 4e did a great job in this issue, though of course it can get even better. Having sorcerers wield the elemental forces of creation seems just natural, but wouldn't that overlap the warlocks and their fiendish pacts' origins? On the other hand, you have posted previously (or was it one of our long overnight chats?) that sorcerers should have the monopoly on "on the fly" spells. I can't agree more with that, but again, the hard part is to make that work from a mechanical point of view.
Thanks! :) As I wrote more clearly in a few lines of comment to Ari's blog than in all my blogs, I'd make Warlocks the masters of "outsider magic". That is, while the Sorcerer call the "lower/raw magic" and the Wizards the more refined "academic magic" that builds upon that to create more complex things, Warlocks would use magic of the outer planes. It's less flexible because it's made by other beings and Warlocks can only channel it (that is, no metamagic like Wizards, no on-the-fly morphing...
View full commentThanks! :) As I wrote more clearly in a few lines of comment to Ari's blog than in all my blogs, I'd make Warlocks the masters of "outsider magic". That is, while the Sorcerer call the "lower/raw magic" and the Wizards the more refined "academic magic" that builds upon that to create more complex things, Warlocks would use magic of the outer planes. It's less flexible because it's made by other beings and Warlocks can only channel it (that is, no metamagic like Wizards, no on-the-fly morphing like Sorcerer), but it's also potentially complex like Wizardry and strong as Sorcery. It's like the best of the two worlds, so to balance it, I'd add what really defines the Warlock IMO: danger. Warlock's hexes would demand actions from the caster and his/her allies, to work properly, and the Warlock itself would become a dangerous person to stay close to. A special "taint"-like mechanic would be very fitting, and in general, all Warlocks spells should be a little double-edged. Plus, Warlocks would become the masters of true summoning. Wizard's summons would be more akin to "magic constructs" than summoning of outsiders. They'd be limited by beings that great wizards of the past had "invested" before, or "purely arcane" beings, maybe even natural animals with arcane twists (I picture swarms of strange frogs for example!). At the same time, Sorcerers would be limited to elementals or chaotic summons (if they summon at all, I'd see the closest things to Sorcerer's summons as complex conjurations more than summons), and Warlocks would be the ones calling true specific beings from the planes.
Funny, I was thinking about those kind of tricks yesterday, and I associated them the most with the Rogue! :D Mostly because many roguish characters such as Zorro use all the objects they can find to harass enemies and create confusion... But I see what you mean, maybe I'm recovering some faith in the Fighter/Warlord distinction!
Been thinking about something similar myself: divorcing classes from combat roles, and instead embracing "kits" (to hearken back to 2nd Ed) that allow each class to fill in one of the main roles. The fighter examples I've come up with thus far are the archer (controller), warlord (leader), champion (sword-and-shield; defender), and either the Essentials slayer, or the barbarian (striker). Similarly, you could do some very cool things with the schools of magic for wizard kits... I just can't get...
View full commentBeen thinking about something similar myself: divorcing classes from combat roles, and instead embracing "kits" (to hearken back to 2nd Ed) that allow each class to fill in one of the main roles. The fighter examples I've come up with thus far are the archer (controller), warlord (leader), champion (sword-and-shield; defender), and either the Essentials slayer, or the barbarian (striker). Similarly, you could do some very cool things with the schools of magic for wizard kits... I just can't get a defender abjurer out of my mind.
Also, as a guy who likes playing funny characters, I think the occasional funny-looking guy or gal is perfectly appropriate. D&D is about adventure, but there should be room for other elements, and one of those is humor.
Don't make D&D so...
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