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11 spell levels... really
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<blockquote data-quote="Sunseeker" data-source="post: 6050564"><p>Traditionally, no they don't. But thinking forward towards DDN, part of solving the balance problems is eliminating the quadratic Wizard.</p><p></p><p>IMO, as you level your spell list should narrow, and increase in power. There would be direct replacements for lower spells, as well as new spells, but the list would look something like a pyramid. High-level characters don't need an ever increasing bag of tricks, because that eliminates the use of tricks they already have. Higher-level characters should be presented with more option and variety in using the tricks they already have, instead of simply dumping more stuff into their bag.</p><p></p><p>But again, this is how spells have <em>traditionally</em> worked, you're right. That's not to say they should continue to be that way. For the same reason that having a class increase in power exponentially will never balance with a class who increases in power linearly.</p><p></p><p>Again, you're reiterating that spells have traditionally worked in this manner, and to that I agree. I'm simply saying that they don't <em>need</em> to continue to do so.</p><p></p><p>I'm not suggesting we don't retain slots, I agree that casters should be limited in their <em>knowledge</em> of spells(which is what is represented by spell slots), but I simply don't see the reasoning behind being able to cast Acid Orb 6 times a day at 1d6, or getting to cast Fireball one extra time per day for 6d6 instead. The biggest difference is simply going to be the number of instances in which you get to roll dice.</p><p></p><p>Personally I think the "wizard trope" follows closer to the line of a person being able to draw on incredible power and knowledge to do great things occasionally, than one who draws on minor power all the time.</p><p></p><p>Additionally, with DDN using <strong>fixed</strong>damage values for spells instead of ones that increase with level, I believe more argument is given to a linear spell progression, or at least a much less exponential one, than has been tradition.</p><p></p><p></p><p></p><p>Spells shouldn't necessarily need to compete with one-another, this is a result of power creep and splat-splosion more than anything else. Sometimes spells <em>should</em> improve upon previous versions, say, moving from shooting a small ray of frost to calling upon a freezing blizzard. But even still while the latter is basically an extremely scaled-up version of the former both still retain their uses in certain situations. EX: You could only summon a freezing blizzard outside. </p><p></p><p>But then, I'm a granular person. I like small, smart changes rather than big overwhelming changes, which may be the case of some of my dislike for DDN, as it seems to be aiming for "huge changes" to rock people's socks but ignoring the need for a simple core framework and the fine-tuning that requires.</p></blockquote><p></p>
[QUOTE="Sunseeker, post: 6050564"] Traditionally, no they don't. But thinking forward towards DDN, part of solving the balance problems is eliminating the quadratic Wizard. IMO, as you level your spell list should narrow, and increase in power. There would be direct replacements for lower spells, as well as new spells, but the list would look something like a pyramid. High-level characters don't need an ever increasing bag of tricks, because that eliminates the use of tricks they already have. Higher-level characters should be presented with more option and variety in using the tricks they already have, instead of simply dumping more stuff into their bag. But again, this is how spells have [I]traditionally[/I] worked, you're right. That's not to say they should continue to be that way. For the same reason that having a class increase in power exponentially will never balance with a class who increases in power linearly. Again, you're reiterating that spells have traditionally worked in this manner, and to that I agree. I'm simply saying that they don't [I]need[/I] to continue to do so. I'm not suggesting we don't retain slots, I agree that casters should be limited in their [I]knowledge[/I] of spells(which is what is represented by spell slots), but I simply don't see the reasoning behind being able to cast Acid Orb 6 times a day at 1d6, or getting to cast Fireball one extra time per day for 6d6 instead. The biggest difference is simply going to be the number of instances in which you get to roll dice. Personally I think the "wizard trope" follows closer to the line of a person being able to draw on incredible power and knowledge to do great things occasionally, than one who draws on minor power all the time. Additionally, with DDN using [B]fixed[/B]damage values for spells instead of ones that increase with level, I believe more argument is given to a linear spell progression, or at least a much less exponential one, than has been tradition. Spells shouldn't necessarily need to compete with one-another, this is a result of power creep and splat-splosion more than anything else. Sometimes spells [I]should[/I] improve upon previous versions, say, moving from shooting a small ray of frost to calling upon a freezing blizzard. But even still while the latter is basically an extremely scaled-up version of the former both still retain their uses in certain situations. EX: You could only summon a freezing blizzard outside. But then, I'm a granular person. I like small, smart changes rather than big overwhelming changes, which may be the case of some of my dislike for DDN, as it seems to be aiming for "huge changes" to rock people's socks but ignoring the need for a simple core framework and the fine-tuning that requires. [/QUOTE]
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