D&D 4E Revised 4E Wizard Class with Freeform Spellcasting System

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Keenberg

First Post
Let me start by saying "I like it!"

My goals were to eliminate 4E rules bloat...
I'm not sure that was accomplished here, if anything, this system seems more complicated than spells that are laid out for the player to immediately choose from. Although I could have a different idea of what "rule bloat" is than you do.

...and create a more freeform spellcasting system.
DEFINETLY ACCOMPLISHED. I can't think of a more customizable spell-casting system. This is really cool!
 

Hey there! :)

FreeXenon said:
Good stuff, man! :D

Keenberg said:
Let me start by saying "I like it!"

Thanks! :)

I'm not sure that was accomplished here, if anything, this system seems more complicated than spells that are laid out for the player to immediately choose from. Although I could have a different idea of what "rule bloat" is than you do.

Wizard Class (Players Handbook) = 16 pages (incl. 68 different attack powers/spells). Technically 12 pages if we removed the Utility Powers/Spells.

Revised Wizard Class (My Document) = 2 pages (incl. I'd estimate, over 10,000 possible attack power/spell configurations)

Benefits of my version:

1. Flexibility (spellcast on the fly)
2. Variety (10,000 options vs. 68)
3. Space Saving (2 pages instead of 12)
4. Simplicity
5. Less Daunting for Casual Players (arguable)
6. Transparency
7. Eradicates Repetition
8. Verisimilitude (it feels more like 'casting' a spell - if that makes any sense?)
9. Easy Expansion (you only need to add one line to expand the table, you don't need another book of options)
10. Better Balanced

DEFINETLY ACCOMPLISHED. I can't think of a more customizable spell-casting system. This is really cool!

I appreciate the kind words, thanks. :eek:
 

Quick suggestion: Replace Sphere by Construct. That gives you most of the summoning and Bigby's Hands options. And give it a major version that either gets an OA or autodamage at end of monster's turn.

But I can't help but think of Dazing Ray: Single target 1d6 + Dazed damage at will. Or the Paragon Daily: Block of Ice - wall with the immobilised condition. As walls hit at the start of their turn, the only way out is to teleport (or kill da wizard). Disintegrating Cloud also looks pretty cool for a paragon encounter power especially when combined with something to hold the enemy in place.
 

Keenberg

First Post
@Upper_Krust , I like that itemized lists of benefits. I hadn't realized some of them with the first reading.

1. Flexibility (spellcast on the fly)
2. Variety (10,000 options vs. 68)
3. Space Saving (2 pages instead of 12)
6. Transparency
8. Verisimilitude
9. Easy Expansion
10. Better Balanced
Yes.

7. Eradicates Repetition
Well... depends on the player. I would expect the very nature of the system to foster creativity. However, some might still get stuck in a rut, find one thing they like and use it repeatedly, or be lazy.

4. Simplicity
I'm still seeing this one more complicated than the 4e system.
4e: Pick a new spell when I level up. No more thought except in battles when I pick and choose what to pew-pew, and the mechanics of the spell are right there.
OOC: (Let me say that the restrictions of this system next to yours are starting to feel disgusting!)

Revised: Okay... time to pew-pew... What energy type? Well, are there energy resistances? Glad I can choose! Okay, let's use thunder. Do I want a condition? Well the fighter is up there so lets give him some help and knock the beast prone... but now I'm not doing damage? Well, it looks like if I send it as a ray, I can get the damage dice back!
OOC: (Did I just find a way to subvert the mechanics?)

I'm gonna make myself a note for this combination, seems powerful, and I may want to use it again...
OOC: Cool, and not cool IMO, like I was talking about in point 7.
Repeat every round. So coo because of the inherent creativity and the tangible feel of spell-casting, but when you factor in the organic nature of battle mechanics, I can imagine times when thinking of the most strategic use of spells would slow things down, complicating the fight rather than simplifying it.
5. Less Daunting for Casual Players (arguable)
I'm not concerned in the slightest about this point. MU classes have always seemed to me to be a little bit more complicated than non-MUs, and a bit better suited for experienced players or serious players.
 
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Quickleaf

Legend
I like it a lot. :)

Though there are some quirks which require more DM adjudication. For example, a 3-damage type specialist casting a ranged 1st level at-will for 2d12 damage. Overall I think these are great guidelines, but I'd watch power-gamers like a hawk.
 

Nice system, U_K.

In the Elements of Magic - Revised system back in 3.5, we balanced flexibility with speed by requiring players to make signature spells. You could cast a signature spell as a standard action, or you could spend two standard actions (over two rounds) to craft and cast a spell on the fly.

That usually led to players sticking with their pre-designed spells, but gave them flexibility to do something special in a pinch. Of course, the system had a LOT more options, broken down into 10 spell types:

Attack
Charm
Create
Cure
Defend
Divine
Illusion
Move
Summon
Transform

You could change signature spells each day; basically it represented you practicing certain moves so you could do them quickly.

I've got a few different ideas in mind for tweaking magic in a 4e-inspired system. You've inspired me to write them up.
 

On Puget Sound

First Post
Overall I like it a lot, but my wizard could not use it (enchantment/ illusion, focused on making opponents attack each other), since dominate is not available until epic tier. Then again, my wizard could probably have been a bard.
 

Howdy Neonchameleon! :)

Neonchameleon said:
Quick suggestion: Replace Sphere by Construct. That gives you most of the summoning and Bigby's Hands options.

Good idea, although I'll keep Sphere as the second name in brackets so I can still cast Sphere of Annihilation. ;)

And give it a major version that either gets an OA or autodamage at end of monster's turn.

Sounds good.

But I can't help but think of Dazing Ray: Single target 1d6 + Dazed damage at will. Or the Paragon Daily: Block of Ice - wall with the immobilised condition. As walls hit at the start of their turn, the only way out is to teleport (or kill da wizard). Disintegrating Cloud also looks pretty cool for a paragon encounter power especially when combined with something to hold the enemy in place.

Very cool! :cool:

The benefit of the freeform spellcasting system is that people will come up with their own cool spells.

Its like Spellcasting made of Lego! :D

Its been pointed out that the Disintigrate and Annihilation effects are overpowered against Elites and Solo's so I'll need to adjust those accordingly.
 

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