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*TTRPGs General
At-will class powers ruining my archetypes
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<blockquote data-quote="Dausuul" data-source="post: 4700846" data-attributes="member: 58197"><p>If you ask me, there's no need to mess around with caster at-wills. Just ban all non-martial classes except as multi-class options. Or, if you want to take it a step further, ban them entirely and let the only kind of spellcasting available be ritual magic.</p><p></p><p>There you go; rare magic. The warlord might be able to throw a <em>scorching burst</em> once an encounter, and the ranger might know a few healing and nature rituals, but nobody will be using magic for every attack. Call it "Iron Heroes Second Edition."</p><p></p><p>(Of course, if you're going that route, you should probably ban nonhuman races as well. As far as I'm concerned, trying to make magic feel rare and exotic is ridiculous when your party consists of an eladrin, a goliath, a gnome, and a dragonborn.)</p></blockquote><p></p>
[QUOTE="Dausuul, post: 4700846, member: 58197"] If you ask me, there's no need to mess around with caster at-wills. Just ban all non-martial classes except as multi-class options. Or, if you want to take it a step further, ban them entirely and let the only kind of spellcasting available be ritual magic. There you go; rare magic. The warlord might be able to throw a [I]scorching burst[/I] once an encounter, and the ranger might know a few healing and nature rituals, but nobody will be using magic for every attack. Call it "Iron Heroes Second Edition." (Of course, if you're going that route, you should probably ban nonhuman races as well. As far as I'm concerned, trying to make magic feel rare and exotic is ridiculous when your party consists of an eladrin, a goliath, a gnome, and a dragonborn.) [/QUOTE]
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At-will class powers ruining my archetypes
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