Hiya
Sure, if you want to take something I wrote the way someone else interpreted it; your response makes sense. What I actually meant was more in line with:
The fighters primary attacks are at will . The rogues primary attacks are largely at will. The mage's primary attacks were not at will by nature of the vancian casting system, so spell combinations aside this creates an imbalance that should be corrected by giving mages at least one or two attacks that can be at will.
Hate to sound like a child here, but...why? Honestly, *why* does a mage have to have at least one or two attacks "at will"? On the flip side, why not say that everyone who isn't a spell caster "needs to have at least one or two spells they can cast each day"?
I think you are forgetting that the game isn't just about "dealing damage in combat"; warrior types are the meat of the 'combat guys'...they fight all day long, any time, any place. They dont' have fancy spells or abilities other than the sheer capability to dish out damage and take it. Magic users *don't* fight all day long, any time, any place. In fact, they try to (or should try to) avoid combat like the plague...they'd get their butts handed to them in short order 9/10 times. So, their idea of a "fair fight" tends towards the "all or nothing"...either they spend 4 seconds casting a spell that kills/stops their foe, or they die 4 seconds after that. This, IMHO, *is perfectly fine*.
Magic users *shouldn't* be very versitile in combat. They *shouldn't* have "at will" magic missiles and stuff like that. Simply put,
they are not fighters. They shouldn't be treated like it. To treat them exactly like any other class is to totally miss the entire point of being a magic user; spells and magical'ness.
It's not the responsibility of the rules system to back away from a type or style of play. It's the responsibility of the DM to take the rules set and play the game the way his or her group wants to play.
I half-half agree/disagree with this. The rules should, at it's core, be the absolute most BASIC of rules and assumptions. The rules have the responsiblity to present the least amount of 'unusual/interesting' stuff as a core...then allow the DM to add-on what he/she wants or needs. The reasoning is simple; it's much easier for a DM to give something to players than to try and take it away. If the rules give the players base choices to play psionic characters, and the DM doesn't like that, if he tries to say "No psionics in my game", he has a *much* higher chance of hearing whiny players pouting about the
mean ol' DM taking away their fun! But if the core rules don't have that as a base option, and the DM says "There are psionics in my game", he has a *much* higher chance of hearing elated players exclaiming
Awesome! I love 'em! I have this idea for a character.... Now, I ask you, what would you rather have your players be saying to you?
Rules are the same thing; It should be "Falling damage: take 1d6/10' fallen". Period. Done. That's the base rule. Now...under the skill Tumbling, lets say, there could be an option that says "A successful Tumble skill against [rules for figuring out DC], reduces the damage taken by X". Now the DM can use/not use it. But if that is the base assumption, and the DM tries to say "No, I don't use that; too complciated. Just a flat d6/10', please"...well, you're back to the whiny vs. happy player thing again. So...most BASE of rules = GOOD.
^_^
Paul L. Ming