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At-will class powers ruining my archetypes
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<blockquote data-quote="Lanefan" data-source="post: 4686527" data-attributes="member: 29398"><p>Late to the party as usual, and having just waded through all this, a few random thoughts leap to mind:</p><p></p><p>1. It's an extremely valid point that something special made ordinary isn't special any more. Example: Magic Missile. In all previous editions it was at least somewhat special, as it could only be cast so many times a day. Now, it's ordinary - a Wizard has a limitless number of bullets in her gun and never has to reload. </p><p></p><p>2. I'm going to hazard a guess that one of the things behind the OP's original ideas is that having magic-based at-wills e.g. Magic Missile simply puts too much magic in the game; hence, a desire to reduce such. Please correct me if I'm wrong on this. But the archetype of the full-time Wizard who can only cast so many spells of any type over a day and the rest of the time has to rely on weapons (example: Gandalf) falls apart when they can cast all day.</p><p></p><p>3. If removing at-wills causes concern that combats will grind even longer, there's a simple solution: reduce everyone's hit points - character, monster, whatever; except of course minions - by a blanket percentage. Let's say, a 50% reduction. That will make combats on average last half as long (probably less, in fact, as the ratio of encounter powers to at-wills/basics will be higher), and add some randomness and swinginess back in.</p><p></p><p>4. If the math really is as finely-tuned as is suggested a few posts upthread, such that a character is essentially useless (as opposed to slightly less effective) without one high stat, that to me is a serious problem of overdesign.</p><p></p><p>5. I'm not sure if this came from a long-ago article in Dragon, or whether it's a homebrew from the dark ages, but the Elvish deity of the bow has always to us been Rillifane. Her consort, Corellon, uses the sword.</p><p></p><p>Lanefan</p></blockquote><p></p>
[QUOTE="Lanefan, post: 4686527, member: 29398"] Late to the party as usual, and having just waded through all this, a few random thoughts leap to mind: 1. It's an extremely valid point that something special made ordinary isn't special any more. Example: Magic Missile. In all previous editions it was at least somewhat special, as it could only be cast so many times a day. Now, it's ordinary - a Wizard has a limitless number of bullets in her gun and never has to reload. 2. I'm going to hazard a guess that one of the things behind the OP's original ideas is that having magic-based at-wills e.g. Magic Missile simply puts too much magic in the game; hence, a desire to reduce such. Please correct me if I'm wrong on this. But the archetype of the full-time Wizard who can only cast so many spells of any type over a day and the rest of the time has to rely on weapons (example: Gandalf) falls apart when they can cast all day. 3. If removing at-wills causes concern that combats will grind even longer, there's a simple solution: reduce everyone's hit points - character, monster, whatever; except of course minions - by a blanket percentage. Let's say, a 50% reduction. That will make combats on average last half as long (probably less, in fact, as the ratio of encounter powers to at-wills/basics will be higher), and add some randomness and swinginess back in. 4. If the math really is as finely-tuned as is suggested a few posts upthread, such that a character is essentially useless (as opposed to slightly less effective) without one high stat, that to me is a serious problem of overdesign. 5. I'm not sure if this came from a long-ago article in Dragon, or whether it's a homebrew from the dark ages, but the Elvish deity of the bow has always to us been Rillifane. Her consort, Corellon, uses the sword. Lanefan [/QUOTE]
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