Except then You have to sacrifice your background and specialty choices just to approximate that class, rather than having an equal ability to explore different stories within the class as the Fighter, Rogue, Cleric, and Wizard do. NO WAY.
View full commentExcept then You have to sacrifice your background and specialty choices just to approximate that class, rather than having an equal ability to explore different stories within the class as the Fighter, Rogue, Cleric, and Wizard do.
I think in relation to paragraph 2 above, it would be awesome if a paladin had martial dice to use but instead of straight damage they could be used to provide effects based on deity choice. For example: I follow the edicts of a god of healing and as an option I can spend a martial die on a hit allowing the party member with the lowest HP to gain HP equal to a given modifier.
Generally speaking I very much like your idea! There is only one glaring thing I can not accept. "Why?" you could ask... Well 'cause that's how Wizardry works. And also to make the game more fun. It should be difficult to start a battle firing a Fireball instantly, maybe some Feats could allow that, but in a limited way." You are making one very critical mistake here. It is NEVER the game designer's job to tell players how they decide to use their powers or presume that their idea is...
View full commentGenerally speaking I very much like your idea! There is only one glaring thing I can not accept.
"Why?" you could ask... Well 'cause that's how Wizardry works. And also to make the game more fun. It should be difficult to start a battle firing a Fireball instantly, maybe some Feats could allow that, but in a limited way."
You are making one very critical mistake here. It is NEVER the game designer's job to tell players how they decide to use their powers or presume that their idea is fun is universal.
@Omel: yes, i was aware that was the spiky point, I made it on purpose... The key to interpret what I mean though, is a few lines after that: "You could say this could be an optional rule, I say optional rules could give you something different from this, while this is left as default." - badly expressed, but what I mean is that there should definitely be a codified option to have back the dailies without the "momentum rules", that is allowing you to cast them at round 1 instead of 3. But I'm...
View full comment@Omel: yes, i was aware that was the spiky point, I made it on purpose... The key to interpret what I mean though, is a few lines after that: "You could say this could be an optional rule, I say optional rules could give you something different from this, while this is left as default." - badly expressed, but what I mean is that there should definitely be a codified option to have back the dailies without the "momentum rules", that is allowing you to cast them at round 1 instead of 3. But I'm arguing that what i propose could be the best default option, for a few reasons. Flavor-wise it's because it makes wizardry feel "artificial": it has hard-coded rules that are kind of logic (cast smaller fire spells to cast the bigger) but not very explainable (after all it's magic we're talking about). Then there's the "theme of the Wizard", both flavor-wise and gaming-wise, which is "the thoughtful/intellectual class": the momentum rules prevent it from becoming the "push the same button over and over" class that it can be in previous editions. Then it not only balances what are going to be the most powerful spells in the game, but more than that it balances encounters and way of playing as a whole, since if Wizards can cast the big dailies first, they can potentially end each battle by themselves, robbing all the fun from the other players, and that's pretty much objective, it's not like I'm deciding arbitrary things. What I say is, if some players prefer a more "deadly Wizards" game, they can rule their games that way, but at least organized play and defaults will be in favor of a more balanced Wizard.
EDIT: I think the ruling also makes it more difficult in general for the Wizard to end his/her big spells before the day has ended. It's another way to ensure they won't remain out of spells and that they won't request shorter adventuring days just to recharge their spells.
2nd EDIT: By the way, tying the at-wills (and optionally also encounters) to the daily memorized spells is already a mitigating factor that makes it preferable to save the dailies for last, so in the end, the "momentum rules" might really be overkill and more fitting as optional than defaults. :)
NO WAY.
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