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<blockquote data-quote="Neonchameleon" data-source="post: 5988130" data-attributes="member: 87792"><p>False. This was a 3e only thing. <em>Fighters</em> gained extra attacks in 2e at high level - but that was a fighter class feature.</p><p></p><p>False. Ability score damage and level drain.</p><p></p><p>False. oD&D (Brown and White Box) had 6.</p><p></p><p>Some spells. Not all. Some it still is.</p><p></p><p>Is in 4e as well. What do you think the U in AEDU stands for?</p><p></p><p>Is low level in 4th. See wizard cantrips for details.</p><p></p><p>False. 4e has Bigby's Gesticulating Fist et. al.</p><p></p><p>False. Postdates nine alignments.</p><p></p><p>False. oD&D had three. Law/Neutral/Chaos.</p><p></p><p>You mean for spells?</p><p></p><p>Still does. Mundane healing costs surges which means the damage is still there - just mitigated.</p><p></p><p>This I'll grant. It was also irrelevant as of 3.0 thanks to the Wands of Cure Light Wounds.</p><p></p><p>Theoretically as of 3.0. And you can disrupt rituals in 4e.</p><p></p><p>IIRC some did. Most didn't. As in 4e. And seriously? Your problem here is that 4e has more flavoursome magic items?</p><p></p><p style="margin-left: 20px"><strong>Fire Ball:</strong> A missile which springs from the finger of the Magic-User. It explodes with a burst radius of 2". In a confined space the Fire Ball will generally conform to the shape of the space (elongate or whatever). The damage caused by the missile will be in proportion to the level of its user. A 6th level Magic-User throws a 6-die missile, a 7th a 7-die missile, and so on. (Note that Fire Balls from Scrolls (see Volume II) and Wand [sic] are 6-die missiles and those from Staves are 8-die missiles. Duration: 1 turn. Range: 24" [OD&D Vol-1, p. 25]</p> <p style="margin-left: 20px"></p><p>Nope, I'm not seeing it. All I'm seeing is text that ought to be a statblock from oD&D.</p><p></p><p>Granted</p><p></p><p>Instead game measurements were in <em>inches</em>. You stared out with a hacked tabletop wargame.</p><p></p><p>Point.</p><p></p><p>They aren't in 4e either. They have indicated roles and roles they are expected to be good at. But I've designed striker-wizards, controller just about anything, and even offbeat defenders. (The joke about my PCs is that whatever class they are they always end up as controllers).</p><p></p><p>And was screamed ant and ranted at and driven out.</p><p></p><p>OK, so cross-checking your list. You arguably have saving throws. You have alignment spells. You have spell disruption and healing times matching their practical 3.0 equivalents. You have AEDU. You have magic resistance. And you have level drain. Of those, spell disruption, healing times, and level drain grew directly out of 3e. Leaving "who rolls saving throws?", alignment spells, AEDU, and magic resistance. Not a lot there holds water.</p><p></p><p>Not a very high success rate there.</p></blockquote><p></p>
[QUOTE="Neonchameleon, post: 5988130, member: 87792"] False. This was a 3e only thing. [I]Fighters[/I] gained extra attacks in 2e at high level - but that was a fighter class feature. False. Ability score damage and level drain. False. oD&D (Brown and White Box) had 6. Some spells. Not all. Some it still is. Is in 4e as well. What do you think the U in AEDU stands for? Is low level in 4th. See wizard cantrips for details. False. 4e has Bigby's Gesticulating Fist et. al. False. Postdates nine alignments. False. oD&D had three. Law/Neutral/Chaos. You mean for spells? Still does. Mundane healing costs surges which means the damage is still there - just mitigated. This I'll grant. It was also irrelevant as of 3.0 thanks to the Wands of Cure Light Wounds. Theoretically as of 3.0. And you can disrupt rituals in 4e. IIRC some did. Most didn't. As in 4e. And seriously? Your problem here is that 4e has more flavoursome magic items? [INDENT][B]Fire Ball:[/B] A missile which springs from the finger of the Magic-User. It explodes with a burst radius of 2". In a confined space the Fire Ball will generally conform to the shape of the space (elongate or whatever). The damage caused by the missile will be in proportion to the level of its user. A 6th level Magic-User throws a 6-die missile, a 7th a 7-die missile, and so on. (Note that Fire Balls from Scrolls (see Volume II) and Wand [sic] are 6-die missiles and those from Staves are 8-die missiles. Duration: 1 turn. Range: 24" [OD&D Vol-1, p. 25] [/INDENT]Nope, I'm not seeing it. All I'm seeing is text that ought to be a statblock from oD&D. Granted Instead game measurements were in [I]inches[/I]. You stared out with a hacked tabletop wargame. Point. They aren't in 4e either. They have indicated roles and roles they are expected to be good at. But I've designed striker-wizards, controller just about anything, and even offbeat defenders. (The joke about my PCs is that whatever class they are they always end up as controllers). And was screamed ant and ranted at and driven out. OK, so cross-checking your list. You arguably have saving throws. You have alignment spells. You have spell disruption and healing times matching their practical 3.0 equivalents. You have AEDU. You have magic resistance. And you have level drain. Of those, spell disruption, healing times, and level drain grew directly out of 3e. Leaving "who rolls saving throws?", alignment spells, AEDU, and magic resistance. Not a lot there holds water. Not a very high success rate there. [/QUOTE]
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