Cackling Manaically at the 13 Aug Legends and Lore

I could see this 5 minute spell refresher working even in conjunction with Vancian style magic (or as a side school of Vancian magic). Perhaps it would turn out to be a sort of specialization where you loose some power (i.e. spells, access to schools or # spells/day) but therefore get the ability to fast-recharge certain spells. It will be interesting to see how they are going to balance this without creating wizards seeping death rays out of their ears.
 

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All these geniuses sitting in their towers researching for centuries have never come up with a way to not give themselves selective Alzheimers every day? Heck, as a Wizard it makes no sense at all they'd ever practice anything that would diminish their mental faculties.

At some point they started to summon sandestins and daihak and collect Ioun stones.

Because math is hard.
 

I think this is a function of the lens you view the game through, rather than a necessary extension of what would happen if all players were from the same class. Certainly, a party full of assassins is more likely to engage in stealth than a party full of fighters, but it doesn't preclude combat from being the focus. Remember that game Assassin's Creed where melee was a great idea?
Fighters play the combat system and are designed to be adept at it. A 0-level violin maker can try fighting too, but he is very likely to fail miserably and won't have much of a future in it (or any future) unless he trains to become a fighter.

On the flipside, Fighters suck at making violins. Does this mean they can't try and make one? Of course not, but their is no game system to support that game in D&D.

We have a combat system for fighters, a magic system for magic-users, and a clerical system for clerics. Thieves sort of try and do what everyone does (move, hide, search, etc.), but aren't good at any of them. At best they are good at avoiding all three of the game systems to get ahead via material ends alone.

In the end, assassins are fighter/thief mixes anyways, so Assassin's Creed makes sense if they didn't design like "Thief" (I haven't played the former).

I still say the game radically differs for play because of each class's design and the rules in play for each. If someone were to make a violin crafting game system for a 4th scope of play, then perhaps a single class party of violin makers could focus on such most of the game. (Not that combat, magic, or clericism wouldn't peripherally occur - especially if the game supports those other options already).
 

I'm quite sure that magic in D&D is intended to be as far from making sense as possible. Because "making sense" would bring up far too many parallels to real world religions, and that kind of controversy just isn't worth it.
 

Fighters play the combat system and are designed to be adept at it.

Rogues play the combat system and are designed to be adept at it.

Wizards play the combat system and are designed to be adept at it.

Clerics play the combat system and are designed to be adept at it.

All of them play the combat system somewhat differently, but they all participate, and they all are vital to making the combat system play out in the party's favor.

At least, in the versions of the game that I play.
 

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