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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="Celtavian" data-source="post: 4354004" data-attributes="member: 5834"><p>No. He was paroled for the adventure. I wouldn't do that to my player.</p><p></p><p></p><p></p><p>You could make up things like this in 3E. So this isn't centered around spells. Just some stuff you read which existed in 3E if you wanted it to exist.</p><p></p><p>I did not notice that rituals could be combat effective. So we'll see in what form they bring back creature summoning and the like that can be a combat effect.</p><p></p><p>As far as creating rituals that players can't use that give a huge advantage, that was done a ton of times in every edition of DnD. That is a plot hook and a tried and true tradition of DND. Design the "special ritual to summon such and such god" or "give the big bad a powerful army no one else can use". That is nothing new.</p><p></p><p></p><p></p><p>If you consider knocking folks around play and interplay, then I concur. Alot of powers cause changes in movement. I would prefer other options available like outright killing or a defensive spell like <em>freedom of movement</em>. We'll see how the options play out.</p><p></p><p></p><p></p><p>Wizards should be able to bring it. There big limiting factor was always having a limited spell selection and amount of spell power. The melees biggest advantage was no limitations on damage.</p><p></p><p>The melee system needed an upgrade as far being more interesting. But over the course of an adventure, they were the primary source of damage in our campaigns. </p><p></p><p>As a wizard, I supported my melees in fights. I guess that wasn't the case in alot of groups. It was a necessity in my group. Which is why I did it. If I unleashed on the big bad, he would unleash on me. Since he was tougher than me, I would be dead. </p><p></p><p></p><p></p><p>I did notice improved movement rules, which I like. The shift and such was a nice idea.</p><p></p><p></p><p></p><p>Yeah, if the prep time is cut down, I'll like that. It was a big pain prepping casters for adventures. It took me alot of time to prepare an end encounter. It wasn't hard making it challenging, but the prep time was difficult at high level.</p><p></p><p>I didn't much care if cannon fodder went down. I made them tough enough to last a round or two. But the big bad encounter took alot of detail work to ensure that it was a serious fight.</p><p></p><p>And I won't miss magic item inflation. I didn't much care for previous editions need to stack a ton of a magic items to be effective. I'm hoping this new edition makes it so that a few key magic items are all one needs to make it as an adventure.</p><p></p><p>A 3rd edition character wandering around stacked from head to toe in magic items just wasn't my idea of a fantasy character. It was one of the major flaws I didn't care for in my DnD game.</p></blockquote><p></p>
[QUOTE="Celtavian, post: 4354004, member: 5834"] No. He was paroled for the adventure. I wouldn't do that to my player. You could make up things like this in 3E. So this isn't centered around spells. Just some stuff you read which existed in 3E if you wanted it to exist. I did not notice that rituals could be combat effective. So we'll see in what form they bring back creature summoning and the like that can be a combat effect. As far as creating rituals that players can't use that give a huge advantage, that was done a ton of times in every edition of DnD. That is a plot hook and a tried and true tradition of DND. Design the "special ritual to summon such and such god" or "give the big bad a powerful army no one else can use". That is nothing new. If you consider knocking folks around play and interplay, then I concur. Alot of powers cause changes in movement. I would prefer other options available like outright killing or a defensive spell like [i]freedom of movement[/i]. We'll see how the options play out. Wizards should be able to bring it. There big limiting factor was always having a limited spell selection and amount of spell power. The melees biggest advantage was no limitations on damage. The melee system needed an upgrade as far being more interesting. But over the course of an adventure, they were the primary source of damage in our campaigns. As a wizard, I supported my melees in fights. I guess that wasn't the case in alot of groups. It was a necessity in my group. Which is why I did it. If I unleashed on the big bad, he would unleash on me. Since he was tougher than me, I would be dead. I did notice improved movement rules, which I like. The shift and such was a nice idea. Yeah, if the prep time is cut down, I'll like that. It was a big pain prepping casters for adventures. It took me alot of time to prepare an end encounter. It wasn't hard making it challenging, but the prep time was difficult at high level. I didn't much care if cannon fodder went down. I made them tough enough to last a round or two. But the big bad encounter took alot of detail work to ensure that it was a serious fight. And I won't miss magic item inflation. I didn't much care for previous editions need to stack a ton of a magic items to be effective. I'm hoping this new edition makes it so that a few key magic items are all one needs to make it as an adventure. A 3rd edition character wandering around stacked from head to toe in magic items just wasn't my idea of a fantasy character. It was one of the major flaws I didn't care for in my DnD game. [/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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