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Arcane Power- Wizards Stretched Thin
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<blockquote data-quote="Cadfan" data-source="post: 4768303" data-attributes="member: 40961"><p>Except for one small problem with your analysis- powers themselves are also gamist artifacts of the turn system, and have set, clearly defined starts and finishes.</p><p> </p><p>And its worth remembering that a sorcerer isn't a "flying creature." Its a dude who cast a spell that let him fly for a set, clearly defined length of time: one move action. Once that move action is over, he's not a flying creature. Except apparently in this area of the game the regular rules that cover set, clearly defined lengths of time now have an exception: the only exception of this type, in fact, in the entire game. That exception is that anyone who flies at least two spaces for any reason does not cease flying until the end of their next turn.</p><p> </p><p>I view it as pretty much obvious that the rules for flying two spaces to stay aloft exist to facilitate winged creatures who need speed to remain airborne.</p></blockquote><p></p>
[QUOTE="Cadfan, post: 4768303, member: 40961"] Except for one small problem with your analysis- powers themselves are also gamist artifacts of the turn system, and have set, clearly defined starts and finishes. And its worth remembering that a sorcerer isn't a "flying creature." Its a dude who cast a spell that let him fly for a set, clearly defined length of time: one move action. Once that move action is over, he's not a flying creature. Except apparently in this area of the game the regular rules that cover set, clearly defined lengths of time now have an exception: the only exception of this type, in fact, in the entire game. That exception is that anyone who flies at least two spaces for any reason does not cease flying until the end of their next turn. I view it as pretty much obvious that the rules for flying two spaces to stay aloft exist to facilitate winged creatures who need speed to remain airborne. [/QUOTE]
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