Aldarc
Legend
Wasn't that true for many mechanics that were dropped by D&D over the course of its life?For D&D? IMHO, never: its part of what makes D&D D&D and not some other FRPG.
Wasn't that true for many mechanics that were dropped by D&D over the course of its life?For D&D? IMHO, never: its part of what makes D&D D&D and not some other FRPG.
Note that acronym: "IMHO"- this is opinion, not objective fact.Wasn't that true for many mechanics that were dropped by D&D over the course of its life?
Note that acronym: "IMHO"- this is opinion, not objective fact.
I don't think many of D&D's mechanics are all that iconic except for Vancian magic, possibly the 9-fold Alignment system. Maybe a couple of others.
And guess what- their absences are on my list of reasons why I say that 4Ed- despite being a very good FRPG- does not feel like D&D to me.
Oh, totally agree that it's a point of view issue. For me, Vancian magic hasn't really been iconic to D&D in years. Even core 3e wasn't really Vancian after a level or two because you could craft wands.
Really Celebrim? You're going to put 3e's crafting rules in the same category as random treasure generation for magic items found while adventuring? One set of rules is pretty much entirely controlled by the players and is freely available to anyone who wants to do it. The other is entirely controlled by the DM and would vary drastically from campaign to campaign depending on a host of factors.
It's not a case of shifting goalposts. The rules are quite different and quite different in play.
The math there is perhaps the turning point on wizards becoming artillery (as I mentioned above) when in the past they were not artillery. Is this true of your pre-3e gaming? Did wizards prior to 3e play as battlefield control/emergency butt-savers/deus-ex-machina as I propose or did you always try to use them as artillery? And if the latter, how did you handle the 5-minute adventure day problem?However, I'm not sure how representative that is. I've never seen a group that didn't start crafting/buying wands as soon as they could. In my naval campaign back in 2003, the first thing the group bought after they got a ship was an enlarged wand of fireballs. Healing wands became standard equipment in any game where it was possible.
Heck, the first 3e character I ever played was a summoner and I took craft wand ASAP specifically to get around the daily limit.
If you look at the math, even a 10% expenditure of character wealth would let you carry around about 100 scrolls by the time you hit 7th level. Certainly more than you could ever use. Since scrolls by and large only take 1 day to make, it's not that hard to rack up dozens of the things and save spell slots for the stuff you need right now.
how did you handle the 5-minute adventure day problem?
Neither have I. I'm trying to figure out when it started happening and whether it was a shift away from "thinking" wizards to "blasting" wizards.Never saw it happen. I hear this argument all the time, but have never seen it in practice. Casters never 'nova' in our games.