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Mike Mearls: A Paladin, Ranger, and Wizard With Arcane Tradition Walk Into A Tavern
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<blockquote data-quote="I'm A Banana" data-source="post: 7648868" data-attributes="member: 2067"><p>Sounds cool (and thanks for popping in!).</p><p></p><p>My only concern with this is that there's a chance that it fosters some "One True Way" thinking. If you dudes make an Illusionist who uses daily magic, then there's a bit of a risk of someone who wants to play an Illusionist because they like the concept being saddled with a magic system that they aren't a fan of. Same with an Pyromancer who recharges, or a Blood Mage who uses at-wills.</p><p></p><p>It's like the idea that all archers must be Rangers, or that all nature-worshipers must be Druids. That there's One Right Answer for someone who wants a particular archetype, and that if they don't like that mechanics the game provides for that archetype, aww, tough luck, Sally. If there's one way to be a War Wizard, and I don't like the way you did it, does that then mean that to play that archetype in my own way, I'm re-designing a whole THING? Or do I have other options for getting to that archetype that don't depend on the same mechanical tricks?</p><p></p><p>This is part of why I think you guys are on the right track emphasizing the story information up front. "Illusionist" is a little undefined. If you get a handle on what different kinds of illusionists there could be (from a specialist academic wizard to a bard's bag of tricks to a gnome who might otherwise be a fighter to a rogue who dabbles in legerdemain to a ninja or assassin who uses deception and misdirection as a spy and murderer to....), you can get mechanics that support THAT SPECIFIC KIND of trickster, without having it be The One For Everyone. Forex, your stealthy ninja probably wouldn't cast a traditional D&D spell (what with the verbal and somatic components and him hanging upside down on a wall and tryin' to be sneaky and all), and your gnome might not (taking hits in melee shouldn't prevent his trickery!), but your academic Illusionist probably would (he's a slight twist on the academic archetype of a Wizard).</p><p></p><p>Personally, this dates back to 4e for me. I think one of the awesome things about stuff like 4e's Vampire Rainbow was that it allowed you to do the same thing in multiple different ways. Dabble in feats, take a race, go for the class, whatever! </p><p></p><p>But ultimately I guess this just means you guys have a real challenge ahead of you with how you <em>name things</em>. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite7" alt=":p" title="Stick out tongue :p" loading="lazy" data-shortname=":p" /> Good luck (and let me know if you want any help. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" />).</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 7648868, member: 2067"] Sounds cool (and thanks for popping in!). My only concern with this is that there's a chance that it fosters some "One True Way" thinking. If you dudes make an Illusionist who uses daily magic, then there's a bit of a risk of someone who wants to play an Illusionist because they like the concept being saddled with a magic system that they aren't a fan of. Same with an Pyromancer who recharges, or a Blood Mage who uses at-wills. It's like the idea that all archers must be Rangers, or that all nature-worshipers must be Druids. That there's One Right Answer for someone who wants a particular archetype, and that if they don't like that mechanics the game provides for that archetype, aww, tough luck, Sally. If there's one way to be a War Wizard, and I don't like the way you did it, does that then mean that to play that archetype in my own way, I'm re-designing a whole THING? Or do I have other options for getting to that archetype that don't depend on the same mechanical tricks? This is part of why I think you guys are on the right track emphasizing the story information up front. "Illusionist" is a little undefined. If you get a handle on what different kinds of illusionists there could be (from a specialist academic wizard to a bard's bag of tricks to a gnome who might otherwise be a fighter to a rogue who dabbles in legerdemain to a ninja or assassin who uses deception and misdirection as a spy and murderer to....), you can get mechanics that support THAT SPECIFIC KIND of trickster, without having it be The One For Everyone. Forex, your stealthy ninja probably wouldn't cast a traditional D&D spell (what with the verbal and somatic components and him hanging upside down on a wall and tryin' to be sneaky and all), and your gnome might not (taking hits in melee shouldn't prevent his trickery!), but your academic Illusionist probably would (he's a slight twist on the academic archetype of a Wizard). Personally, this dates back to 4e for me. I think one of the awesome things about stuff like 4e's Vampire Rainbow was that it allowed you to do the same thing in multiple different ways. Dabble in feats, take a race, go for the class, whatever! But ultimately I guess this just means you guys have a real challenge ahead of you with how you [I]name things[/I]. :p Good luck (and let me know if you want any help. ;)). [/QUOTE]
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