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Vancian Spellcasting's Real Problem - CoDzilla
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<blockquote data-quote="Crazy Jerome" data-source="post: 5857941" data-attributes="member: 54877"><p>Yes. A lot of us would just as soon avoid it, but there is an analogous issue with wizards. There's nothing inherently wrong even with having a class that starts off terribly weak, gains a lot of power by toiling for it, and can't do anything but cast arcane magic. It's a bad idea for some tables or some campaigns, but it has been made to work. So as an option, it's ok. </p><p> </p><p>There is something terribly, inherently wrong with saying that the <strong>only</strong> way you get to play a guy with a pointy hat and a staff who throws fire at wolves is to fit that previous, extreme pattern. The issue is more muted with clerics and druids because of that mix and matching that you deplore, but it is still there. Having druids and clerics (and wizards and bards and so forth) where you have strong limits, but you pick the exact limits from a reasonable set, is much preferable to status quo.</p><p> </p><p></p><p> </p><p>Not only that, the way they stopped heavy focus on one or two key abilities is sneaky genius. Sure, the high cost of continuing to improve the better abilities helps, but this only goes so far--especially considering that the character needs to attempt the abilities to be able to improve them (by DQ RAW). However, that little tidbit in the experience point gain section at the end is what really makes it work. Get 8 abilities to rank 4, gain twice as much XP per adventure. Get 8 abilities to rank 8, bump that up again. (You can, of course, house rule the exact number however you want to get a particular feel or compensate for more or less characters.) A handful of paragraphs, and it completely pulls the rug out from under the powergaming uber specialists. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite8" alt=":D" title="Big grin :D" loading="lazy" data-shortname=":D" /></p></blockquote><p></p>
[QUOTE="Crazy Jerome, post: 5857941, member: 54877"] Yes. A lot of us would just as soon avoid it, but there is an analogous issue with wizards. There's nothing inherently wrong even with having a class that starts off terribly weak, gains a lot of power by toiling for it, and can't do anything but cast arcane magic. It's a bad idea for some tables or some campaigns, but it has been made to work. So as an option, it's ok. There is something terribly, inherently wrong with saying that the [B]only[/B] way you get to play a guy with a pointy hat and a staff who throws fire at wolves is to fit that previous, extreme pattern. The issue is more muted with clerics and druids because of that mix and matching that you deplore, but it is still there. Having druids and clerics (and wizards and bards and so forth) where you have strong limits, but you pick the exact limits from a reasonable set, is much preferable to status quo. Not only that, the way they stopped heavy focus on one or two key abilities is sneaky genius. Sure, the high cost of continuing to improve the better abilities helps, but this only goes so far--especially considering that the character needs to attempt the abilities to be able to improve them (by DQ RAW). However, that little tidbit in the experience point gain section at the end is what really makes it work. Get 8 abilities to rank 4, gain twice as much XP per adventure. Get 8 abilities to rank 8, bump that up again. (You can, of course, house rule the exact number however you want to get a particular feel or compensate for more or less characters.) A handful of paragraphs, and it completely pulls the rug out from under the powergaming uber specialists. :D [/QUOTE]
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