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Anyone else wonder why they didn't combine the 3.5 spell system and the 4th edition..
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<blockquote data-quote="Mustrum_Ridcully" data-source="post: 4351711" data-attributes="member: 710"><p>The idea of splitting the enemy groups is still there - but it's possible, that we only have the Ice wall spell at the moment. I haven't memorized (ha!) all spells yet. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p></p><p>Spells usually have verbal components - and are thus not more silent then subdual damage. You could use Silent Spell metamagic feat - or cast Silence...</p><p></p><p></p><p>Well, I can only assume they tried to do it and didn't find a way that really worked. Using different subsystems to manage the same aspect of a game (Combat, in this case) hardly ever works. </p><p></p><p></p><p>I disagree that it will limit them. There is still a ton left to explore. The PHB is what - 288 pages? And still people have ideas for more powers that _are_ different. And it's not like they can't add some new tricks. (Look at the Artificer play-test preview in Dragon - a new keyword is added, and a new way to "activate" powers is introduced...). </p><p></p><p></p><p>Word of advice: Avoid the words "dumbed down". It is to easily misconstrued as an insult against the designers or the players (especially those that like the "dumbed down" rules), and nobody likes being called dumb. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>The trick with all classes is that they require intelligence to play them effectively in the group. How do the unique tricks that the Wizard brings to the table helpful to the party? How do they work in concert with the other unique tricks of the party members? There is a lot of emergent complexity in the interaction of the powers and the battlefield.</p><p></p><p></p><p>I must say, my creativity from the DM and tinkerer point of view was sparked by the new system. The creation of new powers, and even more so the creation of new monsters is very interesting. The fundamental rules are really simple, but this gives you only the "shell" of the power or monster. </p><p>For monsters, for example, you have the basic numbers jotted down, but then the real design process begins -what makes this monster unique? What powers do I give it (and what powers do I make up in the process) to give it the right feel? </p><p></p><p></p><p>In my experience, advanced mechanics got always in the way of my store-telling. When I was making an adventure for 3E, Arcana Evolved or Iron Heroes, I spend a lot of time creating the monsters or NPCs statistics, instead of spending time on crafting the story. Once I found the Iron Heroes "Villain Classes", things got a lot easier...</p><p></p><p>I know some people use existing monster statistics and try to spin an adventure from that (especially from the spell-like abilities not relevant in encounters), but this method did rarely work out so well for me. It didn't help me craft the real details of the story, especially if the abilities that sparked my idea would require other aspects from the monster that it lacked...</p></blockquote><p></p>
[QUOTE="Mustrum_Ridcully, post: 4351711, member: 710"] The idea of splitting the enemy groups is still there - but it's possible, that we only have the Ice wall spell at the moment. I haven't memorized (ha!) all spells yet. ;) Spells usually have verbal components - and are thus not more silent then subdual damage. You could use Silent Spell metamagic feat - or cast Silence... Well, I can only assume they tried to do it and didn't find a way that really worked. Using different subsystems to manage the same aspect of a game (Combat, in this case) hardly ever works. I disagree that it will limit them. There is still a ton left to explore. The PHB is what - 288 pages? And still people have ideas for more powers that _are_ different. And it's not like they can't add some new tricks. (Look at the Artificer play-test preview in Dragon - a new keyword is added, and a new way to "activate" powers is introduced...). Word of advice: Avoid the words "dumbed down". It is to easily misconstrued as an insult against the designers or the players (especially those that like the "dumbed down" rules), and nobody likes being called dumb. ;) The trick with all classes is that they require intelligence to play them effectively in the group. How do the unique tricks that the Wizard brings to the table helpful to the party? How do they work in concert with the other unique tricks of the party members? There is a lot of emergent complexity in the interaction of the powers and the battlefield. I must say, my creativity from the DM and tinkerer point of view was sparked by the new system. The creation of new powers, and even more so the creation of new monsters is very interesting. The fundamental rules are really simple, but this gives you only the "shell" of the power or monster. For monsters, for example, you have the basic numbers jotted down, but then the real design process begins -what makes this monster unique? What powers do I give it (and what powers do I make up in the process) to give it the right feel? In my experience, advanced mechanics got always in the way of my store-telling. When I was making an adventure for 3E, Arcana Evolved or Iron Heroes, I spend a lot of time creating the monsters or NPCs statistics, instead of spending time on crafting the story. Once I found the Iron Heroes "Villain Classes", things got a lot easier... I know some people use existing monster statistics and try to spin an adventure from that (especially from the spell-like abilities not relevant in encounters), but this method did rarely work out so well for me. It didn't help me craft the real details of the story, especially if the abilities that sparked my idea would require other aspects from the monster that it lacked... [/QUOTE]
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Anyone else wonder why they didn't combine the 3.5 spell system and the 4th edition..
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