Goddess FallenAngel
Explorer
Ah, the everlasting search for the holy grail in game design. Ultimate flexibility with ultimate playability...![]()
True seekers are aware that the search for perfection is the important part, not the result.

Ah, the everlasting search for the holy grail in game design. Ultimate flexibility with ultimate playability...![]()
Personally? I don't like the new 'magic' system. It doesn't feel like magic. I've avoided playing 4e spellcasters, and will continue to do so. (With the exception of the Warlock, for various reasons - the biggest being that the 4e magic system actually fits the flavor of the class very well.)
But I didn't personally like 3e's magic system (or 2e's, for that matter) much better. It was terribly complicated, required a lot of book-keeping, and in some ways restrictive and/or nonsensical (you must get X amount of rest - gods forbid you get attacked in the middle of the night, once you cast a spell you forget it until the next day, etc).
Personally, I love point-buy magic, such as True Sorcery by Green Ronin. Unfortunately, it was just as complicated, if not more (nothing like busting out calculus in the middle of a fight to figure out your spell). But the freedom - I loved that. But it would have in no way, shape or form meshed with 4e.
So... I am disappointed, yes, and wishing I could figure out an alternate magic system. Unfortunately, I haven't come up with anything yet.![]()
I'm reading these 4th edition books and just wondering how could Andy Collins and his creative team be so ignorant of how casters like myself played the game.
Was I so far out there with my creative use of spells that I fall near the far outlier of normal spell use for the game?
Were there so few high casters that creatively used the 3.5 spell system that we were not enough of a market share to bother to please?
Was I one of the only people readying counterspells?
Was I one of the only people using Wall of Force to split the battlefield?
Was I one of the only people designing adventures that required the use of hold spells for kidnappings or capturing beasts with force cages for transport back to a particular buyer?
Did not many people use illusions for drawing out ambushes?
Or Anticipate Teleport for giving your party time before that horde of demons appears?
After reading the 4th edition magic system, I just get the feel that it was not designed with me in mind at all.
I'm left wondering why couldn't they have kept a varied, powerful, play/counterplay spell system while integrating new and interesting powers for the melee classes?
Anyone else feeling this same way?
I totally get what the OP is saying, even though I myself really like 4e. It definately has done a lot for non-casters.
I've been considering letting spells stay in spellbooks (no disapearing ink for me) and then let the wizard select any spell he wishes from his book using the level for each slot dictate the maximum level of the spell memorized. Sure... it makes sense that most of the time he'll be using his highest level spells for each slot, but he has the choice. I've also considered letting arcane casters scribe spells (of a level they can cast) from found spellbooks. That would give them a larger selection of powers, and it would wreck retraining a little, but it makes sense enough to me that it might be worth it.
I think we will see lots of interesting spells that can be used creatively as time goes on. I hope so. I was no fan of vancian magic, but I did enjoy creative spell casting.
As opposed to 3.5, where a wizard could essentially overshadow every other member of the party? It might have been fun for the guy playing the wizard, but it certainly wasn't fun for the guys playing the other classes.
Short answer? no. I have to admit that I like the new system. I also realize that to put in every spell from 3.5 into the current edition's core books would have increased the size dramatically to the point where the wizard alone would have taken up a good 100 pages on powers.
I do agree that I miss some of the spells from 3.5. I also wish there were at least more rituals in the PHB. I understand that there will be more out in the future, but its a bit of a shock to go from volumes of spells/powers down to 3 books again. So I can see where you are coming from here.
We've rarely used the counterspell abilities. While interesting on paper it was easier in the end to just unleash a thermal nuclear assault in the first few rounds that would kill the enemy spellcasters than bother letting them try to cast in the first place.
There's also the problem that might arise that if you brought every other class up to par with what the 3.5 spell system allowed wizards and clerics to do (and to a lesser extent psions/sorcerers/etc) then you may as well have just made a classless system, and opened the spells/prayers/powers to everyone (Not that it wouldn't have been an interesting way to go, mind you).
I admit that without the breadth of spells fully available, certain things (Like the hold person kidnapping) would have to be resolved with good old fashioned elbow grease from the whole party or NPC group instead of being resolved with a solitary spell alone. Certain functions do still exist though for quiet subterfuge. Sleep for example. Other than that its up to DM's currently as to if the group can sneak up to knock out a guard/grab the NPC and toss them into a cart/ etc.
I personally don't like the 'dumbed down' argument, as I've never had to put a helmet and mittens on and clap like an imbecile to effectively use any powers in 4e, but to each his own I guess.
But this is just my opinion on the matter since the question was posed. I think the previous suggestions were indeed pretty good. Bo9S and the PHBII are about as close as one could get to upping the martial classes fun levels to those of spellcasters.
You mean the complexity of 4E is like chess, or you mean 3E was like that? Well, I'd probably agree with both, but in different ways. Or maybe it's more Rock-Paper-Scissors in 3E? (Spell vs Counterspell?). But isn't it also in 4E (Defender vs Skirmisher, Controller vs Minion etc.pp.)? It are probably elements of both.The way I run verbal components would never compare to a beat down necessary to do subdual damage. Did you play high level DnD? It's real hard to beat down a high level character with subdual damage in a few rounds.
We'll see. What I saw was recycled mechanics and the same do 1dSomething damage and something else. Putting a new name on a different mechanc is not creativity, it's like South Park said about Shymalan and his penchant for twisting old plots.
I'll see how this plays out. I didn't notice the complexity so far. To me complexity is like chess...play/counterplay.
This game seems very direct and lacking in complexity, by design.
I am not so much a fan of creating an adventure around a spell use. It is interesting for individual encounters, but the adventure should focus on things happening - cultists performing a nasty ritual, murders happen, Goblins attack villages, or what-you-have. The rituals came closest to basing something around a spell, but they are usually plot mechanics, not real game mechanics that are used there. (Since most spells do not offer the complexity of a ritual)Strange. For me the mechanics helped my story telling. I was able to think up stories that revolved around particular spell uses.
The scenario you described doesn't seem to be helped much by the new mechanics of 4E. Even if I can have a Brute Strike daily, if I am getting imprisonised in a 3E like forcecage spell, I can't do anything about it.I started an adventure recently by imprisoning the fighter and forcing the party to do what the imprisoner asked to get him to release the fighter. I loved thinking of new ways to use spells to trick my players.
Like the old tactic in Ravenloft where Strahd has the party wasting spells and time on an illusion before he actually attacks. Caster versatility did alot to spice up my campaigns.
But I admit this was somewhat unfair to melee players. That is why I like what they did for melees in 4th edition.
You could get far with the durations by handwaving. "10th level character, 1/round per level? Okay, that lasts the full encounter. 1/minute per level, let's say 2. 10 minutes per level? Ah, if you make a larger travel, it will be off) and so on. But this hand-waving can be done easier without people getting trapped in the details. Also, it makes things a little less predictable (without hurting the game much) for some powers - everything that works with "save ends" is interesting. And it keeps players affected by them busy...I did alot of monster adaptation in terms of skills and abilities. 3rd edition wasn't perfect, but it got my creative juices flowing in a good way. It left alot of open ground and no mechanic was too strange to work in it.
I didn't have problems tracking durations either. So not sure why they got rid of spell durations for the most part.
When I say lacking creativity, I mean more on the player side of things. As in I find that looking at my character, I have a very few, simple things I can do. I just do them and hope they work. There isn't much interplay between spells like their used to be.
Like the old Cloudkill imprison in Wall of Stone tactic. Or Enervate followed by dominate monster/i].
Interesting it was, no doubt. It just got a little hard to DM and sometimes even play. (Though I would still play 3E, no doubts about that. Even a high level Fighter.I'm not sure if you played much high level DnD. But high lvl 3rd edition DnD was very interesting if you put your work in. But it wasn't so good for a group that wanted to run stock modules.
Yes. So, don't give up.True seekers are aware that the search for perfection is the important part, not the result.![]()