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General Tabletop Discussion
*Dungeons & Dragons
New Legend and Lore is up! Magic Systems as DM Modules
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<blockquote data-quote="DEFCON 1" data-source="post: 6025010" data-attributes="member: 7006"><p>But that's the point. YOU won't have to play a game with Vancian warlocks if you (and/or your DM) don't want to. Or Vancian Sorcerers. Or Wizards with at-will spells. Or Clerics with encounter spells. Or whatever bizarre combo you can't get your head around.</p><p></p><p>You get to choose exactly the way you want your game to be. So you can make your spellcasting classes have EXACTLY the same mechanics as they have now-- Vancian for Wizards, pseudo-Vancian for Clerics, encounter spells for Warlocks, spell (willpower) points for Sorcerers. The only difference is that rather than each of these mechanics appearing within the Class chapter in each of their respective classes... they all appear together back in (for example) the Magic chapter, and they each get assigned at the start of the campaign by the DM and players.</p><p></p><p>But just because YOU think a Vancian Warlock would be dull... doesn't mean every other player agrees with you. Perhaps there WILL be someone who LOVES both the Vancian mechanic AND loves the Story of the Warlock. So why shouldn't it be as easy as possible to combine those two things for that particular DM?</p><p></p><p>In the end... it comes down to what is easiest to do and to understand. Have each mechanic connected to each class in the Class chapter with instruction on how to swap the mechanics around? Or put all the mechanics together in one section with instruction on how to assign them to each of the classes you intend on having in the game?</p><p></p><p>And for that... I expect is where the playtesting is going to come in. Which way is truly easier to work with and grok? We'll have to wait and see.</p></blockquote><p></p>
[QUOTE="DEFCON 1, post: 6025010, member: 7006"] But that's the point. YOU won't have to play a game with Vancian warlocks if you (and/or your DM) don't want to. Or Vancian Sorcerers. Or Wizards with at-will spells. Or Clerics with encounter spells. Or whatever bizarre combo you can't get your head around. You get to choose exactly the way you want your game to be. So you can make your spellcasting classes have EXACTLY the same mechanics as they have now-- Vancian for Wizards, pseudo-Vancian for Clerics, encounter spells for Warlocks, spell (willpower) points for Sorcerers. The only difference is that rather than each of these mechanics appearing within the Class chapter in each of their respective classes... they all appear together back in (for example) the Magic chapter, and they each get assigned at the start of the campaign by the DM and players. But just because YOU think a Vancian Warlock would be dull... doesn't mean every other player agrees with you. Perhaps there WILL be someone who LOVES both the Vancian mechanic AND loves the Story of the Warlock. So why shouldn't it be as easy as possible to combine those two things for that particular DM? In the end... it comes down to what is easiest to do and to understand. Have each mechanic connected to each class in the Class chapter with instruction on how to swap the mechanics around? Or put all the mechanics together in one section with instruction on how to assign them to each of the classes you intend on having in the game? And for that... I expect is where the playtesting is going to come in. Which way is truly easier to work with and grok? We'll have to wait and see. [/QUOTE]
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