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So did they just drop modularity ? This is what has me worried.
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<blockquote data-quote="Evenglare" data-source="post: 5995589" data-attributes="member: 63245"><p>Okay, what i'm hearing is that you can allow or ban classes to explain the feel of the campaign and where magic comes from.... So instead of me wanting to play a wizard who focuses on high int with spellpoints ( or willpoints or whatever) I have to play a sorcerer who focuses on charisma and has crazy heritage and other class features that I simply do not want as part of my character. Let me stop before you even suggest that I just "dont us those features", that's not a valid compromise since it would be limiting the effectiveness of the class. Also "just change the sorcerer's key attribute to int" is also an invalid solution since I was led to believe the fundamental nature of the game was adding complexity in modules, not house ruling something that I could have easily done in any other edition.</p><p></p><p>So the next question is why the hell make a new edition and have the selling point be modular if modular simply means banning or allowing classes that have the mechanics you want? I can do that with every other edition. If this IS the case, im extremely dissapointed in wizards .</p></blockquote><p></p>
[QUOTE="Evenglare, post: 5995589, member: 63245"] Okay, what i'm hearing is that you can allow or ban classes to explain the feel of the campaign and where magic comes from.... So instead of me wanting to play a wizard who focuses on high int with spellpoints ( or willpoints or whatever) I have to play a sorcerer who focuses on charisma and has crazy heritage and other class features that I simply do not want as part of my character. Let me stop before you even suggest that I just "dont us those features", that's not a valid compromise since it would be limiting the effectiveness of the class. Also "just change the sorcerer's key attribute to int" is also an invalid solution since I was led to believe the fundamental nature of the game was adding complexity in modules, not house ruling something that I could have easily done in any other edition. So the next question is why the hell make a new edition and have the selling point be modular if modular simply means banning or allowing classes that have the mechanics you want? I can do that with every other edition. If this IS the case, im extremely dissapointed in wizards . [/QUOTE]
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So did they just drop modularity ? This is what has me worried.
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