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Vancian magic and 4e
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<blockquote data-quote="Mustrum_Ridcully" data-source="post: 5115534" data-attributes="member: 710"><p>Hard to know with the OP, but I think that is an interesting take... Though to be honest: Ultimately I think an ability to swap powers could also make sense for non-spellcasting classes. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /> </p><p></p><p>From a gameplay perspective, I tend to think the whole preperation business in 4E is overrated. Unless you really know one day beforehand what you will need tomorrow, any power choice is as good as any other. The only difference is that you have to account more powers on your character sheet. </p><p></p><p>To improve the impact, changing after each short rest might be a good solution. Of course, this type of flexibility probably increases the power of the spellcaster. </p><p></p><p>And, the other issue is - too many power choices lead to decision paralysis and an overly large character sheet. I think it distracts from the easy of playing D&D 4 offers. But - not everyone needs that. </p><p></p><p>The upside is - if changing your power selection is easier, it rewards smart planning and scouting. Let the rogue sneak and spy out the enemy, and then pick the ideal spell combination for the type of enemies you find. This is a "mini-game" part that has been lost to a great extent in 4E - you act in the moment and have to adapt to a situation as you encounter it, which rewards improvisation and adaptation. You have the tools to do that, too. But there is little benefit most of the time to know beforehand whether you will meet a firebreathing dragon or a medusa. You either know a fire resistance spell or you don't, or you know a petrification-counter effect or you don't. Foreplanning is not cruicial.</p></blockquote><p></p>
[QUOTE="Mustrum_Ridcully, post: 5115534, member: 710"] Hard to know with the OP, but I think that is an interesting take... Though to be honest: Ultimately I think an ability to swap powers could also make sense for non-spellcasting classes. ;) From a gameplay perspective, I tend to think the whole preperation business in 4E is overrated. Unless you really know one day beforehand what you will need tomorrow, any power choice is as good as any other. The only difference is that you have to account more powers on your character sheet. To improve the impact, changing after each short rest might be a good solution. Of course, this type of flexibility probably increases the power of the spellcaster. And, the other issue is - too many power choices lead to decision paralysis and an overly large character sheet. I think it distracts from the easy of playing D&D 4 offers. But - not everyone needs that. The upside is - if changing your power selection is easier, it rewards smart planning and scouting. Let the rogue sneak and spy out the enemy, and then pick the ideal spell combination for the type of enemies you find. This is a "mini-game" part that has been lost to a great extent in 4E - you act in the moment and have to adapt to a situation as you encounter it, which rewards improvisation and adaptation. You have the tools to do that, too. But there is little benefit most of the time to know beforehand whether you will meet a firebreathing dragon or a medusa. You either know a fire resistance spell or you don't, or you know a petrification-counter effect or you don't. Foreplanning is not cruicial. [/QUOTE]
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