Obryn
Hero
No, absolutely not. They're mostly Charisma, but use their Strength and Dexterity for bonus damage.WTF are you BSing me?
-O
No, absolutely not. They're mostly Charisma, but use their Strength and Dexterity for bonus damage.WTF are you BSing me?
I understand that. I even thought about doing the same thing myself when I first looked at the rules. What you want is weak casters at low level who become more powerful at high level, same as 3e. You can do that, but no one will want to be a wizard. You are taking an already weak class and making them weaker. Basically, giving your players the option to choose a martial class or suck. But at least you are leaving it up to them.Precisely the kind of narrow focus I would like to remove. Thank you, you illustrated this well. Really this boils down to flavor, in previous editions this was a "feel" of the game and the at-wills have shifted that "feel". You may prefer that new "feel", I personally don't not prefer that "feel" I just would like the game to give me that "feel" if I want it. By removing at-will powers I think I get there.
I certainly wouldn't bother putting a 14 into a melee stat, even with your rules. It's still better to throw all my encounter powers then delay the rest of the combat. Because attempting to hit with +5 to hit at first level for 1d4+2 damage is kind of dumb. Against creatures with 16 AC, you only have a 50% chance of hitting for an average of 4 damage.And as far as all classes having to buy STR and DEX at character creation. This is just ridiculous. Every wizard or warlock would not buy STR and DEX. Give me a break. The wizard would likely buy some DEX and not dump it to 8 like it currently gets done in most cases. Instead they grab a 14 or so and throw some daggers in combat or something at low-level, and as they level up and get more encounter powers and daily powers they do the dagger thing less and less.
At-wills are not a core mechanic they are a sub-system thrown on to the core mechanics.
I agree with this. And I admit that reducing the magic in a campaign is a valid goal. Just not one I would want in my game. As I said previously, I understand the desire. I just think it'll have unforseen side effects if you just remove at wills. If you turned all the at-wills into mundane attacks and left the rest of the class as it is, I wouldn't see a problem with it.1. It's an extremely valid point that something special made ordinary isn't special any more. Example: Magic Missile. In all previous editions it was at least somewhat special, as it could only be cast so many times a day. Now, it's ordinary - a Wizard has a limitless number of bullets in her gun and never has to reload.
Since this is me, we are taking about, I should respond. The problem is, as it usually is, in the math. While using a d20, even a small difference affects it a lot. The difference between a 14 Strength Battlerage Vigor Fighter with a hammer(+4 to hit) vs the 20 Strength longsword fighter with one handed weapon focus(+9 to hit) is +5. Which is a 25% difference in hit chance.4. If the math really is as finely-tuned as is suggested a few posts upthread, such that a character is essentially useless (as opposed to slightly less effective) without one high stat, that to me is a serious problem of overdesign.
You'd need to make wizard's encounter/daily powers a lot more powerful than the martial class's counterparts. Which is using 4e to recreate 3e/2e/1e. Not that there's anything wrong with that.
If the existence of the Executor in TESB reduces the coolness of Star Destroyers by being too big, how come the existence of the Death Star in ANH doesn't?Normally, when you make something bigger, you make it more awesome. For example, everyone is pretty much in agreement about the awesomeness of the opening scene of 'A New Hope' when the Star Destroyer comes into the frame and just keeps coming and coming. There is a limit to this though. It's hard to define, but there is a tipping point beyond which bigger is less cool, less dramatic, and less overwhelmingly awesome than smaller.
A Star Destroyer is cool, but for many people a Super-Star Destroyer is less cool and even destroys the coolness of a Star Destroyers.
If "Magic Missiles" and similar obvious magic is too magical and makes magic seem trivial and boring, why not change the at-wills of wizards (and warlocks and other casters too, I guess, but I'll focus on wizards for now) to make them less blatantly magical?
How about:
snip
No, absolutely not. They're mostly Charisma, but use their Strength and Dexterity for bonus damage.