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Monday, 1st October, 2012, 09:47 PM #51
Superhero (Lvl 15)
It sounds like the plan is to build a single spell list and then design all the various casting mechanics to be balanced and swappable. I suspect that each class will have it's own default spellcasting system, like it does now. But the DM will have the tools to swap out one mechanic for another, while keeping all the rest of the mechanics for each class.
This doesn't add to the complexity of character creation because "choose your mechanic" isn't what's presented in the player's handbook. The spell-point wizard and the vancian warlock are optional modules.
It doesn't remove what makes each class special, because alternative casting mechanics are considered variants by default.
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Monday, 1st October, 2012, 09:56 PM #52
Defender (Lvl 8)
Monday, 1st October, 2012, 10:16 PM #53
The Great Druid (Lvl 17)
Monday, 1st October, 2012, 11:00 PM #54
Scout (Lvl 6)
I'm really happy and hopeful about this.
I originally thought this was what 5e was going to be when I heard about it.
I was disappointed when I learned they were going to have different classes do different things as they're modularity.
This will make me happy if they get it right.
Tuesday, 2nd October, 2012, 12:03 AM #55
Thaumaturgist (Lvl 9)
Why not go with 4 base classes and let folks customize everything with rules modules?
Fighter, Ranger, Paladin, Warrior, Barbarian - All Fighting men who take different maneuver /feat packages.
Wizard, Sorcerer, Warlock, Witch - All Magic-Using men that use different spell sub-systems.
Thief, Bard, Assassin, Scout, Protagonist - All Sneaky bastiches that use various skill types and feat subsystems.
Cleric, Druid, Shaman - All holy men using different prayer subsystems.
Tuesday, 2nd October, 2012, 12:05 AM #56
Grandfather of Assassins (Lvl 19)
Now, there is no argument that if you vary both, you would likely have a very different play experience. However, if you varied just one factor, would it be enough? Varying the power structure without varying the powers would be quite similar to the 3e wizard and sorcerer, which cast essentially the same spells with different mechanics. Varying the powers without varying the power structure would be quite similar to the 3e wizard and cleric, or (an even closer parallel) the 3e wizard and archivist (from Heroes of Horror) because the archivist also maintains a spellbook of sorts from which he prepares spells.
I am personally of the view that varying the powers has a greater impact on play experience than varying the power structure. However, I do recognize that it is just my opinion, and not objective truth.
Tuesday, 2nd October, 2012, 12:15 AM #57
Tuesday, 2nd October, 2012, 12:40 AM #58
Superhero (Lvl 15)
You're getting some of this, but it won't be presented this way, and for good reason. Class is the big choice. For new players, or even players who want a simple game, all they should have to pick is race and class. This isn't a hard and fast rule, but it's a good generality. Choosing a major class option is fine, particularly for the advanced classes. Everything else is being built to be optional and packages to make those choices easier.
So, the default is to reduce the number of choices players have to make, but the modules allow for more options for those who don't mind the complexity.
What's interesting to note is that, at a high level, what you present seems simpler, but at the table it takes more work.
Tuesday, 2nd October, 2012, 01:22 AM #59
The sorcerer would be fine, except it would be a pain for anyone who wanted to play a Vancian sorcerer (for some reason) to figure out when he starts growing scales and stuff.
I serious hope this idea is only for wizard and maybe clerics/Druids.
Tuesday, 2nd October, 2012, 02:25 AM #60
Grandmaster of Flowers (Lvl 18)
Is warlock will be part of this switchable casting system? They are back to invocations which don't follow the basic spell level scheme. Do you think each invocation will get a spell level equivalence?
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