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<blockquote data-quote="DDNFan" data-source="post: 6308557" data-attributes="member: 6776483"><p>+1</p><p></p><p>Not only the fact that you can only concentrate on one thing at a time, but you could lose your spell if you take damage, in the final rules, apparently. </p><p></p><p>The decision whether to use a concentration spell or not is much harder, since it could potentially be wasted if you are engaged by an enemy (concentration loss rules pending. We've been playing with them provisionally based on L&L articles).</p><p></p><p>In my experience, up through level 11 or so (the max I've seen in play so far), melee characters more than hold their own against casters for all these reasons.</p><p></p><p>Casting spells as a ritual and regaining spell slots is in my opinion, the least they needed to do to make casters even playable. If you had to decide at the start of the day how to use your spell slots (on which spells), that would have made it next to impossible. What happens when your fly or bless spell is interrupted by a stray arrow? Cast it again. But without the rules on allocating spell slots on the fly, the concentration mechanic would have made casters next to useless in combat, and very easily pinned down my a mundane arrow. Don't forget, losing your fly spell not only entails the loss of that spell slot, but also a 1st level slot for feather fall. And then another casting of Fly, with the use of another action to do it. On top of possibly killing the flying wizard. These are major nerfs to casters, which will keep their power down and mean you need to play them very cautiously. </p><p></p><p>Suddenly, every single arrow or club attack is an at-will Dispel Magic spell. That's extremely powerful and a very fundamental design difference and innovation. It will make melee combat very jumpy, and make wizards want to invest in their AC quite a bit more than they have in the past, even if they do tend to lurk in the back during combat.</p><p></p><p>This is great, and should hopefully silence the casters vs caddies comments that always degenerate into edition warring (and are essentially edition warring comments, whether they are true or not. In 2nd edition, it was difficult to play a caster. It required skill and cunning just to survive. Not so much in 3rd and much less so in 4th).</p></blockquote><p></p>
[QUOTE="DDNFan, post: 6308557, member: 6776483"] +1 Not only the fact that you can only concentrate on one thing at a time, but you could lose your spell if you take damage, in the final rules, apparently. The decision whether to use a concentration spell or not is much harder, since it could potentially be wasted if you are engaged by an enemy (concentration loss rules pending. We've been playing with them provisionally based on L&L articles). In my experience, up through level 11 or so (the max I've seen in play so far), melee characters more than hold their own against casters for all these reasons. Casting spells as a ritual and regaining spell slots is in my opinion, the least they needed to do to make casters even playable. If you had to decide at the start of the day how to use your spell slots (on which spells), that would have made it next to impossible. What happens when your fly or bless spell is interrupted by a stray arrow? Cast it again. But without the rules on allocating spell slots on the fly, the concentration mechanic would have made casters next to useless in combat, and very easily pinned down my a mundane arrow. Don't forget, losing your fly spell not only entails the loss of that spell slot, but also a 1st level slot for feather fall. And then another casting of Fly, with the use of another action to do it. On top of possibly killing the flying wizard. These are major nerfs to casters, which will keep their power down and mean you need to play them very cautiously. Suddenly, every single arrow or club attack is an at-will Dispel Magic spell. That's extremely powerful and a very fundamental design difference and innovation. It will make melee combat very jumpy, and make wizards want to invest in their AC quite a bit more than they have in the past, even if they do tend to lurk in the back during combat. This is great, and should hopefully silence the casters vs caddies comments that always degenerate into edition warring (and are essentially edition warring comments, whether they are true or not. In 2nd edition, it was difficult to play a caster. It required skill and cunning just to survive. Not so much in 3rd and much less so in 4th). [/QUOTE]
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