There is a redonkulous level of woe-is-me in this thread, and I can't really puzzle out as to why.
To address a few things that have been brought up:
Falling Icicle said:
I was worried that this would happen, based on all the people screaming for a non-vancian wizard option. I actually like mechanics that go together with fluff in making classes. I liked that sorcerers and warlocks used magic very differently from wizards. I liked this in 3.x also. I guess I'm in the minority.
Steely_Dan said:
I'm wary of a catch-all "magic user" (though i have no problem calling the wizard that), part of class identity for me is the way they cast/use magic.
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While I'm fond of magical classes with distinct casting mechanics, it's not a solution that's very modular. "Don't use the Wizard" or "Don't play with the Sorcerer" isn't a useful thing to tell someone -- there's no reason that an academic spellcaster must be tied to A Particular Spell System.
There's also a lot of worldbuilding juice in defining how magic works in your setting. Think of FR's deity-based Weave and Dark Sun's defiling and Eberron's industrial spellcasting. It's more than just adding a certain class, it's
defining how magic works.
I also don't believe that this rules out the possibility of using multiple spellcasting mechanics alongside each other. Slot-based magic and at-will magic and other forms of spellcasting can be (generally) balanced alongside each other, so those who want Wizards to be one and Warlocks to be another can probably do that.
This also removes the need for 1,001 magical sub-classes all just differing in their magical mechanic, and promotes the idea of mechanics that back up the
other story elements of the class. Now, we can have sorcerers with bloodlines instead of sorcerers who are "wizards, but with different mechanics."
I'm in your boat with what I think I'd like to play with, but it's not appropriate for every game (such as a game from a 4e fan who wouldn't touch Vancian spellcasting with a ten-foot pole, or a
Dark Sun game where any spellcasting should be an environmental metaphor). I don't think what I'd like to play with is going to be ruled out, though. It has been implied that all these magical systems can be used alongside each other.
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Falling Icicle said:
Again, I guess I'm in the minority of people that actually liked Turn Undead being a spell. I absolutely loathe it as a class ability that all clerics have. I always have. If I'm a cleric of the god of life or something, okay, give me turn undead as a domain power. But for clerics of other deities that have no good reason to hate undead, it makes no sense whatsoever.
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Just because it's not a spell doesn't mean every cleric has to have it. It can be one of those "granted powers" mentioned for the God of Life.
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Falling Icicle said:
Is just spending your CS dice on damage every round really that difficult, if you can't handle doing more than "I hit. I hit. I hit?"
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Some folks want it that simple, and those are the folks who aren't going to bother to invest the time in the game that you would need to understand that the Expertise system CAN be that simple.
But, as above, just because this is an option doesn't mean it'll be the ONLY option
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Falling Icicle said:
The whole master of skills thing is just boring and stupid. I really wish they'd stop trying to make that their focus and instead explore new ways of making rogues cooler and more interesting as a class.
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On this I actually kind of agree, I just think it has to do more with a pillar other than combat, and they might not be ready to show off what those other pillars can do yet. I think you need to be able to scale exploration with the rogue like the fighter can scale combat.
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Falling Icicle said:
They want to make skills even narrower? Really? Having dozens of different Lore skills isn't already narrow enough? Seriously?
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I'm kind of with you here, too "More, but narrower" doesn't seem like what I really want out of the skills system. What I really want out of the skills system is ways to interact with it instead of "roll a d20."
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Bluenose said:
Bad enough for the Rogue, who will suddenly find that Mr Cleric of Thief God is sneaking around and picking locks - presumably worse than him - and has all the cleric abilities on top of that.
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A modular game cannot be exclusive with regards to dominance. If a devotee of the Thief God is as sneaky as a Thief, that's a
good thing. The rogue can also be that sneaky, without magic, and a cleric of the Deciever can be that sneaky, with magic, and as long as they are the same sneaky, it doesn't really matter how they get there.
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thewok said:
My disappointment mainly stems from the news about the sorcerer. No, the heritage they gave was not like the sorcerer from 3E, but that's what I thought was exciting about it.
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They did mention that the class isn't going anywhere, it's just not going to be called "sorcerer," because that meant something different in D&D history. So you don't need to get too bent out of of shape.
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*whew*
For me, I'm otherwise a little miffed that they're going with the idea that specialization means you cast
more often rather than with the idea that specialization means that you cast
things no one else can cast, but it'll be worth seeing what happens with that with regards to the "different magic systems." It's quite possible that translates into a Vancian system or something more cleanly than the pseudo-at-will/encounter power they're advocating here.
And I really think that the firs step in making the Rogue awesome is to better address the
whole Exploration Pillar, because I don't think the rogue is going to be very awesome without that.