fuindordm
Adventurer
There are a lot of wishes floating around for 4e.
My own is that they make up their minds about the distinction between arcane magic and divine magic.
In 1st edition, the distinction was clear: divine can heal, is better at divination (naturally), but is significantly weaker than arcane (only 7 spell levels, fewer spells exist, almost no good attack spells, etc.). There was very little overlap between the spell lists.
In 3rd edition, the distinction is almost gone. Clerics can access almost any spell that wizards can through domains, their spells are just as powerful (slightly weaker for direct damage spells), and they can heal. It makes sense that the gods should be able to give any spell to their clerics, but it's disappointing that the wizard has no unique tricks left. I really feel that the cleric makes a better wizard than the wizard in 3rd edition.
The first edition feel was cool, but clerics weren't a terribly attractive choice.
In 4th edition, I'd like to see them get rid of the distinction entirely. If clerics can cast Power Word Kill just by taking the right domain, Wizards should be able to learn Regeneration. Spells are spells, and behave the same for everyone; the only difference is what level you access them at. In 3e terms, for example, CLW should be 1st level for divine casters and 2nd level for arcane casters.
After that, it's easy to tack on flavor. Borrow a page from Arcana Unearthed, maybe!
My own is that they make up their minds about the distinction between arcane magic and divine magic.
In 1st edition, the distinction was clear: divine can heal, is better at divination (naturally), but is significantly weaker than arcane (only 7 spell levels, fewer spells exist, almost no good attack spells, etc.). There was very little overlap between the spell lists.
In 3rd edition, the distinction is almost gone. Clerics can access almost any spell that wizards can through domains, their spells are just as powerful (slightly weaker for direct damage spells), and they can heal. It makes sense that the gods should be able to give any spell to their clerics, but it's disappointing that the wizard has no unique tricks left. I really feel that the cleric makes a better wizard than the wizard in 3rd edition.
The first edition feel was cool, but clerics weren't a terribly attractive choice.
In 4th edition, I'd like to see them get rid of the distinction entirely. If clerics can cast Power Word Kill just by taking the right domain, Wizards should be able to learn Regeneration. Spells are spells, and behave the same for everyone; the only difference is what level you access them at. In 3e terms, for example, CLW should be 1st level for divine casters and 2nd level for arcane casters.
After that, it's easy to tack on flavor. Borrow a page from Arcana Unearthed, maybe!