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Thread: Playtest Update
Wednesday, 26th September, 2012, 07:34 PM #81
Superhero (Lvl 15)
Renewable: Prepare this spell as a sixth level spell. This spell is not expended when it is cast, but may not be cast again until the caster spends one minute renewing it.
Infinite: Prepare this spell as a ninth level spell. This spell is not expended when it is cast and may be cast again.
Doing it this way means that the designers can choose which spells get the abilities and what the appropriate level for each ability is.
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Wednesday, 26th September, 2012, 07:40 PM #82
Defender (Lvl 8)
I also think a blanket ritual option would be cool, too. Any spell from your spellbook can be cast as a ritual, but it takes 5 continuous rounds of concentration in combat to cast it (or something).
I kind of like this idea, as it reminds me of Fizban attempted to cast fireball while battle wheels around him.
It's also a fun option if one particular spell that you didn't prepare would be a gamechanger, and worth the five sacrificed rounds while the rest of the party holds off the hordes...
Wednesday, 26th September, 2012, 08:20 PM #83
Grandmaster of Flowers (Lvl 18)
Wednesday, 26th September, 2012, 08:54 PM #84
Thaumaturgist (Lvl 9)
I think rather than worrying about which audiences to capture, and who will be put off by what, that they try to make a great game using what they feel are the best parts of each edition, create it in such a way that allows gaming groups to choose from relatively iconic mechanics for a given element, and go from there.
All this "is it too much like 3.5? is it too much like 4E?" talk are from folks who have forgotten the first rule of making a RPG; make it fun. A good game will not make everyone 100% happy. But it will have enough good elements for folks to deal with the bad elements.
We all keep talking in absolutes like we're in some damn holy war, when, honestly, we're talking about game mechanics. Ultimately, you can't recreate nostalgia, and thankfully WotC has noticed that, and is concentrating (from what I can tell) on creating a game that will allow players to create new memories to look back on.
Wednesday, 26th September, 2012, 09:15 PM #85
Magsman (Lvl 14)
as a random aside, the last time they did a playtest update like this, it was a couple weeks before they released the next playtest rules. if that holds as a pattern we'll probably get playtest packet 3 in the first half of october (which is right around the corner).
Thursday, 27th September, 2012, 02:14 AM #86
Defender (Lvl 8)
Thursday, 27th September, 2012, 02:56 AM #87
Magsman (Lvl 14)
Thursday, 27th September, 2012, 05:28 AM #88
Spellbinder (Lvl 16)
I mean, fireball is just some damage to an area. It could be at-will, encounter, or daily entirely dependent on area size and damage. And as a daily, it's tricky to balance. I suspect it ends up as either a game changer, largely nullifying an encounter... or it's just a handful of damage tossed about.
Thursday, 27th September, 2012, 06:41 AM #89
Myrmidon (Lvl 10)
I find it interesting that the thing I hate about Vancian casting (overlong lists of inflexibly prepared spells, half of which are weak for the character's level) seems to be the completely unrelated to the problem a lot of other people have with it (daily recharge rate).
Thursday, 27th September, 2012, 11:10 PM #90
Time Agent (Lvl 24)
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IIRC, Mearls mentioned that they were paying attention to this -- to make sure Invisibilty and Knock and the like were balanced in effect with what someone could accomplish with a d20 roll.Originally Posted by Obryn
But it's a valid concern, if part of the reason Invisibility is balanced with a Dex check is that the former is spike and the latter is more averaged out.
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