Eldritch_Lord
Adventurer
Neonchameleon said:I'd rather say "per episode". The single point of 4e I always houserule when DMing is to change extended rests to be extended rather than 8 hours sleep. But then I believe pre-4e casters are also improved by this rule and needing a lab or a temple and several days to restock spells.
Number and frequency can both do a lot in their own right. Both are part of the problem.
Part of the problem, yes, but again I only claimed going back to 1e memorization and acquisition rules would solve one part of the problem. Spell nerfs and reinstituting dangerous combat casting solves another part.
And here is one of my problems. The fighter should be able to turn the wizard into cuisineart before the wizard can turn him into a frog. At high levels wizards should act as fighter delivery mechanisms.
I wasn't saying the wizard could nuke the fighter, just a roomful of random goblins or nobles or whatever. That the wizard can easily neuter the fighter is a different, but no less pressing, issue.
Emphatically. Or would be if the polymorph chain didn't contain quite so much stinky cheese (Alter Self being able to cover almost everything fly can do and do it for longer). Fly is effectively a reality-altering spell that changes what needs guarding against in the gameworld. Fly is every bit as much a gamechanger at level 3 as teleport is at level 4.
Fly really isn't the gamechanger people make it out to be. From an NPC/world perspective, there are already flying threats out there such as, say, one-half of the name of the game. (No, not flying dungeons, though those would be pretty awesome.) If you already have to prepare for every flying thing from allips to zombies, flying humanoids that are more easily stopped than other flying critters (e.g. dispelling) aren't any more of a problem.
From a PC perspective, fly doesn't really open up new avenues of exploration. If you're in the wilderness, you can already buy/find/borrow/tame flying mounts, and your reliance on the mount for flight is no more onerous than your reliance on the wizard for flight--and might actually be a benefit, if the mount you choose is intelligent and/or can fight well. If you're underground or in an otherwise-cramped space where you can't take a mount, flight isn't as much of an advance because you're limited in your flight ceiling and creatures can climb to get to you.
This part is right. The action economy is important. Or you can just hire minions. (I will say that the Necromancy rules suck even post-essentials).
Action economy is important, but that's not the concern here. As you said, you can hire minions already, and there are non-action-economy-breaking minions of other sorts, but undead have their own advantages, such as not breathing or sleeping, being totally loyal, being immune or resistant to different things than living creatures, and so on. And of course the most important reason to have necromantic minions is that some people want to play the Dread Lord Tim, Lich King Extraordinaire, not the Dread Lord Bob, Mercenary Leader and Human Resources Guy Extraordinaire.
Then try playing Essentials. No Martial Dailies. Martial classes use stances and basic attacks rather than at will powers. Seriously, just about every criticism you've made has been fixed in Essentials.
You can have a person sized image as an encounter utility power at level 2. (And I really dislike the 4e decision not to hand out the first utility power at level 1). This is once again in Essentials where they did a much better job with Illusionists.
I can't recall when the wizard gets the first Fly spell (they are definitely there). But my Monk was able to get a wire-fu short distance flight at level 2 (I think there's a level 1 way of allowing wire-fu flight for a monk). A sorceror can definitely have a sustainable-for-five-minutes encounter flight spell from level 6 (which does take serious sustaining).
Yes you can. I'm pretty sure there's a spell that does this at heroic tier in Essentials. And I know there's one that does this as a cantrip in Heroes of the Feywild.
The point is that you're a year and a half out of date in your source material.Now I'll admit that the PHB wizard with just PHB options can't do what you want.
Essentials was intended to be the new core.
It's interesting that Essentials seems to have everything I want, and I freely admit that I don't have much knowledge of it. It's interesting for a few reasons. First of all, the reason I'm not that familiar with it is that my 4e group doesn't like it at all and doesn't play with it, and since we don't use DDI I don't just run into the material. Second, Essentials discards a lot of the formerly-sacrosanct 4e design goals in favor of more 3e-esque design goals. Third, a lot of online advice surrounding 4e centers around non-Essentials material: the question "How do we handle out-of-combat stuff?" is usually "Rituals are amazing!!!" rather than "Non-combat utilities from Essentials are amazing!!!"
So if the way to satisfy my complaints is to note that those complaints are inherent to pre-Essentials 4e, and if the Essentials material "broke the base" a bit among 4e players precisely because it is more 3e-like than standard 4e, turning around and saying that the pre-Essentials 4e way of doing things is great doesn't really jibe with that. If Essentials is the best way to unite 4e fans and AD&D/3e fans on the topic of martial dailies, utility magic, and so forth, I don't see why people are complaining about Vancian casting and too-versatile wizards and all that.
Which kind of makes my point. No one cares about the Vancian system. They care that spells aren't written like 4e.
Here's a hypothetical: 5e instead gives you the entire list of 1st level dailies in a vancian fashion for Wizards. Then they add the entire list of Arcana and non-skill based Rituals from level 1 to 4 and make them all 1st level dailies that you can prepare instead of any of your normal dailies. Then they change the casting time of all 10 minute or less rituals to 3 rounds. Then remove the component cost for any ritual that currently costs less than 20gp per level of the ritual(leaving the ones that are supposed to be expensive still have a cost). Then do the same for 5-8th level rituals to become 2nd level spells, 9th-12th become 3rd and so on.
This means you still get the variety of a vancian system, choosing between utility and combat spells, without making utility spells break combat(since 3 rounds is too long to make most of them viable in combat without some planning and protecting the wizard).
You say that no one cares about the Vancian part, but you've just described a Vancian system. I like it, actually, and I do the same when I run 4e (make rituals Vancian alongside daily powers, I mean). Part of the appeal of Vancian casting is not only the daily preparation part but the part where you have the effects at your fingertips (if you thought ahead to prepare them, that is) to allow on-the-spot use and creative combinations. It is the Vancian part that I appreciate--I don't mind if it takes 10 minutes to cast the Knock ritual, as long as I can hang it at the end and release it later when I need it, because a 10-minute Knock simply isn't useful compared to a rogue or your fist while a 1-round Knock might be.
A number of these spells are EXTREMELY combat capable depending on your DM. Which is my real problem with them.
"Hey, Mr DM, I create an image of the typical food of the creature. Every time the creature attempts to hit it, the image jumps out of the way. Since it had virtually no intelligence it doesn't get a chance to disbelieve or think it's an illusion. It doesn't even know what illusions are. Every time we attack, I'll have the illusion leap up and attack the same spot so he'll think it's the illusion attacking. Also, in combat, who do you think it's going to attack, its favorite food or us? Perfect. My spell has negated all damage done by the enemy."
Some DMs will say "No, that's stupid. I'm not letting you use a first level illusion spell to negate more damage than a 9th level actual combat spell." Some will say "Awesome, since you are being so creative with your illusion spells, I will reward you by having it succeed and the monster never attacks you."
Out of combat their power can increase to almost limitless levels. With a couple of low level illusions., some creativity, and a DM who goes along with stuff, you could nearly conquer the entire world.: Invisibility to sneak past guards, illusions to look like important people or charms to make important people do whatever you want them to. Soon entire armies and kingdoms are at your command and it doesn't take much more than 3rd level spells to do it.
Certainly there should be some cost for these extremely powerful abilities that isn't "I need to wait until tomorrow to continue my plot, since I have no more charm spells today". I don't mind some sort of gold cost for these sorts of abilities...though it needs to be lower than 4e. They went overboard.
I would point out that, in that particular example, even an unintelligent animal would probably not go after something that looks like a prey creature but smells like nothing. In the general example, countermeasures to all of those spells exist, and the vast majority of the time the countermeasures are at the same spell level as those abilities (invisibility vs. see invisibility, charm vs. protection from X) or even lower-level (major image vs. detect magic).
There's a difference between a DM rewarding creativity, which is desirable, and a DM rolling over and letting the PCs take over kingdoms. Countermeasures exist for all of these abilities that are not only just as common as those abilities themselves but are also quite logical to use with a bit of thought, and the abilities have limitations that are frequently ignored (lack of senses for illusions, volume affected for creation/shaping spells, features not granted by polymorph spells, etc.). Granted, you shouldn't require a DM who thinks about the world for 5 minutes to figure out why the world isn't already under the control of invisible, charming 3rd-level casters, but it isn't too much to ask for, and a section in the DMG on fitting abilities into the world and making the world coherent would go a long way to helping with that.
Most of the drawbacks could be worked around so they were non-existent:
I'm a elf...1 year of my life? Let me know if I cast it over 900 times.
Wish was and still is a stupid spell, because its text basically said "Your DM should make whatever you say hurt you badly. But feel free to wish for anything you want." If you worded it correctly, it could give you the power of a god(and your DM was nice) if you didn't, casting it meant the death of your entire party. Without the safe options, Wishing for lunch would often get you killed. No one in their right mind ever cast it.
Spells being able to be dispelled isn't a drawback, that just makes them spells like anything else. Against non-casters or in low magic worlds it isn't a drawback in the slightest. And in most games, that's 95% of encounters. I understand that some DMs have worked around this issue by making nearly 100% of encounters against casters and given every guard in existence the ability to dispel magic and see invisibility. But in most games, it means "If one of the 3 wizards who lives in this city casts a dispel on you, it'll suck. Luckily only one of them is high enough level to cast it and he works at the brewery making beer."
Elves being less susceptible to aging was admittedly a feature rather than a bug according to many people, including one of my 1e DMs, to reinforce the whole magical elves thing, but several effects did scale the penalty based on race. Age may not be a large penalty, but it does have an effect; you can't cast haste for every combat of every day, because then adventuring for a year or so could kill you--aging wasn't there to stop you from using something or make you think long and hard before using it, just to disincentivize using the same abilities over and over again. Wish has more significant drawbacks than just aging (not the DM-screwery, the resting afterwards), as do polymorph and other things, so aging isn't the only drawback.
And dispelling isn't a huge drawback in general, I'm referring specifically to the fact that many 3e spells with an Instantaneous duration (particularly animate dead) had a Permanent duration in 1e. A dispel magic in 1e can wipe out a half-dozen undead per casting, antimagic field suppresses undead while it's up, and so forth. Necromancers' hordes of undead are much less powerful in such a situation. 3e wizards can build entire castles out of thin air with wall of stone; 1e wizards shouldn't do that unless they want a determined rival to be able to dispel their castle out of existence. That difference did in fact limit a lot of the more powerful world-altering strategies in 1e that 3e casters have easy access to.