Ratskinner
Adventurer
I made fly (in 3e) only apply to items. Brooms, buckets, carpets, etc....
Must spread XP, apparently. If I run 3e-ish again, I'm peaching this idea.
I made fly (in 3e) only apply to items. Brooms, buckets, carpets, etc....
I XP'd it already, and hadn't even gotten to your post yet. It's an interesting way to approach things. As always, play what you likeMust spread XP, apparently. If I run 3e-ish again, I'm peaching this idea.
I couldn't agree more. One of the things that I absolutely loved about 4e was that it pushed some of the world altering magic to a higher level or into rituals. This made the game so much more...organic and flexible in how one wanted to approach the world building. Of course, there was plenty of short term/range magical wahoo at the tactical level (what with the nightcrawler-esque bamfs of warlocks and High Elves and whatnot), but that was much easier to deal with most of the time.
Yes, but the 2 levels of content here amount to two sessions, after which everyone who's started at Apprentice Tier has all the bells and whistles of someone starting at the Adventurer Tier. If PCs are considered too weak or too simplistic for those two sessions, then I fail to see the problem with just playing those two sessions with the full range of class abilities. The only thing missing is spending those two sessions with simpler characters that that group doesn't want to play with anyway.You've misunderstood the complaint about Apprentice Tier; it was never about amount of time played. The actual complaint is that (if implemented) we'd be getting 17 levels of content versus 20, since most veteran players will be starting at level 3 (Mike's words from his column).
To me, an entire race with 1st level teleporting every five minutes in 4e was much more of world-building issue than caster-only fly a few times a day at 5th in other editions. Suddenly windows were a major security/theft risk, even if barred. It made a world that either needed massively common anti-teleport or everyone to be pasty white from being in windowless rooms in order to provide security. When a bandit band could send in a few teleporter to unbar doors and gates no place was safe if it could let them in. Heck, a door with too wide of a gap at the bottom could let a thief in.
Ugh.
I made fly (in 3e) only apply to items. Brooms, buckets, carpets, etc....
One of my pet peeve's with most editions with D&D is that you have high level casters who can turn themselves invisible and scry to find their enemy a world away and then teleport to them and fly over them and rain down attack spells (or whatever other type of spell they want to cast) from on high. None of which feels like anything I've ever encountered in fantasy literature, television, or films.
I'd much prefer a spell system that severely limits these types of spells, both in their usage and availability.
Since the combo you describe takes maybe 5 spells to be pulled off, I have a hard time thinking of a system that restricts a high-level caster to less than such amount of spells known, prepared and per day, unless it has a very low magic setting.
I wouldn't say it's the number of spells known, or the number you can cast in a spell point or similar system. It's the amount of power they have, and the ability to do the same damn thing day after day with no difficulty. I could duplicate the things [MENTION=3576]am181d[/MENTION] speaks of in Runequest in more than one way, but I'm certainly not able to expend that much magic one day and be able to do the same thing on the next.
I don't think Exalted characters get that powerful through Sorcery - it was certainly the opinion of the D&D player in my Exalted game that his sorceror wasn't as powerful as he expected. It's a level of power - repeatable, reliable power - that I've only really seen in Magical Girl anime.
This is great for flavor, but certainly doesn't help people who have issues with flying characters.