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4e Magic in practice
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<blockquote data-quote="Mercule" data-source="post: 4357205" data-attributes="member: 5100"><p>So, my 3.5 campaign is still running and we've only had one trial run of 4e. I speak very little from experience.</p><p></p><p>One of the main concerns -- probably the biggest, actually -- my group has with moving to 4e is wizards and the way magic works. I don't think any cares about clerics, but wizards are a big deal. </p><p></p><p>The grognards are really concerned about the limited number of "cast it now" spells in 4e. After the playtest, the player who picked up the wizard was pretty ticked about it. Actually, I think he spent the last half of the session stewing. His isn't the only complaint I've heard, either.</p><p></p><p>My take on it is that the magic system reads a lot like I think magic works in the Harry Dresden novels. Harry has a few tricks that he can pull out at will. Everything else is a time-consuming ritual. This doesn't bother me. In fact, I've always hated that there was nothing a wizard could do that he couldn't do quickly or that <em>identify</em> was treated just like <em>magic missle</em> in terms of whether you could cast it.</p><p></p><p>There are also concerns about "gimping" wizards in 4e, but I think that's more wizard-centric players than anything else. I've said before that I think they may have gone too far with invisibility effects, but I won't miss the teleporting and flying.</p><p></p><p>So, who's got some actual play experience? Is there anything to these concerns?</p></blockquote><p></p>
[QUOTE="Mercule, post: 4357205, member: 5100"] So, my 3.5 campaign is still running and we've only had one trial run of 4e. I speak very little from experience. One of the main concerns -- probably the biggest, actually -- my group has with moving to 4e is wizards and the way magic works. I don't think any cares about clerics, but wizards are a big deal. The grognards are really concerned about the limited number of "cast it now" spells in 4e. After the playtest, the player who picked up the wizard was pretty ticked about it. Actually, I think he spent the last half of the session stewing. His isn't the only complaint I've heard, either. My take on it is that the magic system reads a lot like I think magic works in the Harry Dresden novels. Harry has a few tricks that he can pull out at will. Everything else is a time-consuming ritual. This doesn't bother me. In fact, I've always hated that there was nothing a wizard could do that he couldn't do quickly or that [i]identify[/i] was treated just like [i]magic missle[/i] in terms of whether you could cast it. There are also concerns about "gimping" wizards in 4e, but I think that's more wizard-centric players than anything else. I've said before that I think they may have gone too far with invisibility effects, but I won't miss the teleporting and flying. So, who's got some actual play experience? Is there anything to these concerns? [/QUOTE]
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