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<blockquote data-quote="Aldarc" data-source="post: 5770652" data-attributes="member: 5142"><p><strong>Magic should be flexible, dangerous, and wondrous, but also limited.</strong> </p><p></p><p>- Magic should not be the end-all be-all fix to problems in adventures. There should not be a spell for everything, as that not only bloats spell lists, but it also overshadows non-mages. </p><p></p><p>- Higher level magic should not be an automatic "I win" button. </p><p></p><p>- Mages, of all sorts, should have their moments to shine, but not at the persistent expense of "the mundanes." </p><p></p><p>- Drastically reduce the spell list, but make it flexible enough for both character customization/specialization and combat improvisation. </p><p></p><p>- Upper level mages should be of equivalent power as non-mages. </p><p></p><p>- Mages should have at-will magical attacks and prestidigitation. Let mages feel magical by constantly having spells to throw around to defend or amuse themselves. (Perhaps with minor restrictions, such as "must have a wand or staff" equipped.)</p><p></p><p><strong>Classes should be defined and distinguished by playstyle.</strong></p><p></p><p>- By designing classes around popular playing styles, you were both on the right track with Arcana Evolved and Iron Heroes. </p><p></p><p>- Simply having one caster who, for example, is basically designed around doing the same thing with divine magic instead of arcane magic is not going to cut it. </p><p></p><p><strong>Clerics (and healers of all stripes) should be optional and not mandatory. for successful adventures.</strong></p><p></p><p>- If people enjoy healing and support, then let them play that. But it should not be assumed or required for adventures. (I would honestly like to see [much like in Arcana Evolved] the arcane classes being given some magical healing to reduce the load and dependency of healer classes.)</p></blockquote><p></p>
[QUOTE="Aldarc, post: 5770652, member: 5142"] [B]Magic should be flexible, dangerous, and wondrous, but also limited.[/B] - Magic should not be the end-all be-all fix to problems in adventures. There should not be a spell for everything, as that not only bloats spell lists, but it also overshadows non-mages. - Higher level magic should not be an automatic "I win" button. - Mages, of all sorts, should have their moments to shine, but not at the persistent expense of "the mundanes." - Drastically reduce the spell list, but make it flexible enough for both character customization/specialization and combat improvisation. - Upper level mages should be of equivalent power as non-mages. - Mages should have at-will magical attacks and prestidigitation. Let mages feel magical by constantly having spells to throw around to defend or amuse themselves. (Perhaps with minor restrictions, such as "must have a wand or staff" equipped.) [B]Classes should be defined and distinguished by playstyle.[/B] - By designing classes around popular playing styles, you were both on the right track with Arcana Evolved and Iron Heroes. - Simply having one caster who, for example, is basically designed around doing the same thing with divine magic instead of arcane magic is not going to cut it. [B]Clerics (and healers of all stripes) should be optional and not mandatory. for successful adventures.[/B] - If people enjoy healing and support, then let them play that. But it should not be assumed or required for adventures. (I would honestly like to see [much like in Arcana Evolved] the arcane classes being given some magical healing to reduce the load and dependency of healer classes.) [/QUOTE]
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