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<blockquote data-quote="Igwilly" data-source="post: 7236636" data-attributes="member: 6801225"><p>Contrary to popular believe, mechanics have an important impact on fluff. The new, limited wizard should feel like a wizard, even if its spell list is reduced to a single role or two. Therefore, the stuff the new wizard do must be classical things of wizards. </p><p>If we can have only one type of wizard with one role available, I suppose area damage could go to the spontaneous, innate, on-the-fly sorcerer. However, you could actually have more than one class with the wizard’s fluff. You can separate the classic wizard in a number of classes, with very different powers, and say they just study separate fields of magic. Nothing stops that from being possible.</p><p></p><p></p><p></p><p>I’ve already seen such a concept in electronic RPGs. Most of the times, they eventually get some magical abilities of their own, even if it’s low level; but having precise scan abilities to monsters, spell, magic items, and such other magical is very potent indeed. Especially if this class is the only one capable of doing that, for example. There are many possibilities here.</p><p></p><p></p><p></p><p>They are certainly close and both mix arcane and divine magic. They probably will have similarities, sure.</p><p></p><p>About the Controller role…</p><p></p><p>Honestly, controller and defender are similar only in the broadest terms possible: both try to reduce damage done to the party. The skills, attributes, and overall playstyle of each role is very different, to the point there’s no real comparison.</p><p></p><p>…</p><p></p><p>I know it’s some sort of heresy to bring ideas from video-game-land, but…</p><p>If there’s an activity in many RPGs there which screams “controller!” is the Crowd Control. No matter if it’s included in an pre-existing role or become another one, I think this is a concept which D&D should fully embrace and develop: I can’t stun the dragon, but all the little guys are no more trouble for you, guys ^^</p><p>Experience tells me MMORPG crowd control effects are very different from the classic Save or Suck of previous editions. 4e was a step into the right direction, but 5e probably didn’t follow this (I’m speculating here, it’s been an time since I don’t read 5e).</p></blockquote><p></p>
[QUOTE="Igwilly, post: 7236636, member: 6801225"] Contrary to popular believe, mechanics have an important impact on fluff. The new, limited wizard should feel like a wizard, even if its spell list is reduced to a single role or two. Therefore, the stuff the new wizard do must be classical things of wizards. If we can have only one type of wizard with one role available, I suppose area damage could go to the spontaneous, innate, on-the-fly sorcerer. However, you could actually have more than one class with the wizard’s fluff. You can separate the classic wizard in a number of classes, with very different powers, and say they just study separate fields of magic. Nothing stops that from being possible. I’ve already seen such a concept in electronic RPGs. Most of the times, they eventually get some magical abilities of their own, even if it’s low level; but having precise scan abilities to monsters, spell, magic items, and such other magical is very potent indeed. Especially if this class is the only one capable of doing that, for example. There are many possibilities here. They are certainly close and both mix arcane and divine magic. They probably will have similarities, sure. About the Controller role… Honestly, controller and defender are similar only in the broadest terms possible: both try to reduce damage done to the party. The skills, attributes, and overall playstyle of each role is very different, to the point there’s no real comparison. … I know it’s some sort of heresy to bring ideas from video-game-land, but… If there’s an activity in many RPGs there which screams “controller!” is the Crowd Control. No matter if it’s included in an pre-existing role or become another one, I think this is a concept which D&D should fully embrace and develop: I can’t stun the dragon, but all the little guys are no more trouble for you, guys ^^ Experience tells me MMORPG crowd control effects are very different from the classic Save or Suck of previous editions. 4e was a step into the right direction, but 5e probably didn’t follow this (I’m speculating here, it’s been an time since I don’t read 5e). [/QUOTE]
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