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General Tabletop Discussion
D&D Older Editions
4e Essentials as a new edition and 4e's longevity
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<blockquote data-quote="AbdulAlhazred" data-source="post: 9293539" data-attributes="member: 82106"><p>I find it entirely arbitrary. It is just a repetition of a completely arbitrary system that EGG came up with in the 1970s which eschews all the existing theories of magic and traditions of magic, and doesn't even have internal consistency. But we have to go with it because otherwise the grogs will show up with the torches and pitchforks? I mean, the implied system that might lie behind the whole implement thing seems no less potentially interesting or consistent.</p><p></p><p>In terms of the Necromancer, eh, why not have simply had a type of implement which was especially effective for Necromancy and a specialization that went with it? I mean, I would agree with you that the implement mastery class feature space was poorly used, that the masteries were weak sauce, etc. It worked though and a follow on set of material could have done things like link PPs to specific 'flavors' of Arcane magic and associated them with the implements, etc. There was a LOT of potential there, but no, Mike just did the most uncreative thing possible....</p><p></p><p>Right, my point exactly! It is in no way shape or form an improvement! Even if you think the beefed up versions of encounter spells are better, you didn't need a new subclass for that. All we got was a bunch of rules incompatibility. I mean, it isn't a huge amount really, but it is definitely there. If you didn't buy HotFL then HoS Necromancer stuff is useless to you OOTB for basically no good reason.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 9293539, member: 82106"] I find it entirely arbitrary. It is just a repetition of a completely arbitrary system that EGG came up with in the 1970s which eschews all the existing theories of magic and traditions of magic, and doesn't even have internal consistency. But we have to go with it because otherwise the grogs will show up with the torches and pitchforks? I mean, the implied system that might lie behind the whole implement thing seems no less potentially interesting or consistent. In terms of the Necromancer, eh, why not have simply had a type of implement which was especially effective for Necromancy and a specialization that went with it? I mean, I would agree with you that the implement mastery class feature space was poorly used, that the masteries were weak sauce, etc. It worked though and a follow on set of material could have done things like link PPs to specific 'flavors' of Arcane magic and associated them with the implements, etc. There was a LOT of potential there, but no, Mike just did the most uncreative thing possible.... Right, my point exactly! It is in no way shape or form an improvement! Even if you think the beefed up versions of encounter spells are better, you didn't need a new subclass for that. All we got was a bunch of rules incompatibility. I mean, it isn't a huge amount really, but it is definitely there. If you didn't buy HotFL then HoS Necromancer stuff is useless to you OOTB for basically no good reason. [/QUOTE]
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