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2024 Player's Handbook Reveal: "New Wizard"
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<blockquote data-quote="MNblockhead" data-source="post: 9405156" data-attributes="member: 6796661"><p>We're all silly people here. You're among friends.</p><p></p><p>I get where you are coming from. I can't engage in depth in the analysis of the D&D rules, because I find the class and skill system in D&D to be constraining. I like Warhammer Fantasy because you have so many options to mix careers, buy skills, and advance attributes in a way to make some very interesting character concepts. Yet it still has packaged sets of skills, talents, and attribute advancements tied to careers and those careers are tied meaningfully to the setting. So you can optimize xp point spend and still to a traditional wizard career, but you don't have to. </p><p></p><p>I could play a medieval Dresden-type character in WFRP, much easier than I could in D&D (without a lot of homebrew). </p><p></p><p>At the same time, I don't really want D&D to totally cut off its roots and become a different game. When I play D&D, I like the comfort and nostalgia, of classes. I also think having fewer fiddly bits serves most players better. I guess I've gotten to the point where when running or playing D&D, I lean into its tropes and mechanics and enjoy it for what it is. If I want more options for tweaking character concepts there are other systems that do it better and I run or play in those. </p><p></p><p></p><p></p><p>How much a Wizard's ability to learn new spells matters depends a lot on the adventures being run and the DM. You can throw more magic books around in the game or have the party go on adventures to help the wizard find more spells, but that can lead to the wizard getting the spot light more than other characters and may make magic even more commonplace and mundane. Having some simple mechanics where I wizard has a chance to learn spells encountered would be interesting. If they encounter a spell caster casting a spell they don't know, they could have a chance of learning it. </p><p></p><p></p><p></p><p>I'm less focused on the mechanical benefits, I have more an issue with the lack of differentiating flavor among spell casters. I would prefer to have radically different mechanics for Clerical, Druidic, and Bardic powers. But when I go down this line of thinking, I get back to the point of looking at other systems. D&D is built on the spell as a fundamental mechanic for giving classes their abilities. I've often thought that they should just lean into this more. Combine spells and feats into one thing. Call it "Powers". Different classes gain access to powers in different ways. </p><p></p><p></p><p>Yeah, I'm overall fine with the 2024 rules. I've come to the point that instead of trying to make D&D support any style of game, I instead rotate among a few favorite game systems. When I'm not only playing D&D, I'm less concerned with trying to make it support styles of play that it doesn't support well.</p></blockquote><p></p>
[QUOTE="MNblockhead, post: 9405156, member: 6796661"] We're all silly people here. You're among friends. I get where you are coming from. I can't engage in depth in the analysis of the D&D rules, because I find the class and skill system in D&D to be constraining. I like Warhammer Fantasy because you have so many options to mix careers, buy skills, and advance attributes in a way to make some very interesting character concepts. Yet it still has packaged sets of skills, talents, and attribute advancements tied to careers and those careers are tied meaningfully to the setting. So you can optimize xp point spend and still to a traditional wizard career, but you don't have to. I could play a medieval Dresden-type character in WFRP, much easier than I could in D&D (without a lot of homebrew). At the same time, I don't really want D&D to totally cut off its roots and become a different game. When I play D&D, I like the comfort and nostalgia, of classes. I also think having fewer fiddly bits serves most players better. I guess I've gotten to the point where when running or playing D&D, I lean into its tropes and mechanics and enjoy it for what it is. If I want more options for tweaking character concepts there are other systems that do it better and I run or play in those. How much a Wizard's ability to learn new spells matters depends a lot on the adventures being run and the DM. You can throw more magic books around in the game or have the party go on adventures to help the wizard find more spells, but that can lead to the wizard getting the spot light more than other characters and may make magic even more commonplace and mundane. Having some simple mechanics where I wizard has a chance to learn spells encountered would be interesting. If they encounter a spell caster casting a spell they don't know, they could have a chance of learning it. I'm less focused on the mechanical benefits, I have more an issue with the lack of differentiating flavor among spell casters. I would prefer to have radically different mechanics for Clerical, Druidic, and Bardic powers. But when I go down this line of thinking, I get back to the point of looking at other systems. D&D is built on the spell as a fundamental mechanic for giving classes their abilities. I've often thought that they should just lean into this more. Combine spells and feats into one thing. Call it "Powers". Different classes gain access to powers in different ways. Yeah, I'm overall fine with the 2024 rules. I've come to the point that instead of trying to make D&D support any style of game, I instead rotate among a few favorite game systems. When I'm not only playing D&D, I'm less concerned with trying to make it support styles of play that it doesn't support well. [/QUOTE]
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