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<blockquote data-quote="corwyn77" data-source="post: 4423136" data-attributes="member: 63309"><p>Well, my reasons for separating the power sources would be that i think that significant versatility should come up with a price. It may not be necessary for balance, but it encourages common archetypes without requiring them.</p><p></p><p>I am curious, though, why, if you wanted to 'blow the whole thing wide open', why you charged a cost for access to wizard (and only wizard) spells? </p><p></p><p>I'm also interested because wizards seem the most problematic in this system due to the fact that, IMO, Spellbook and Cantrips are not worth 10 points total. Most likely, this has less to do with any flaw in your system, which I like a lot, and more to do with wizards being needlessly fragile in 4e (since they don't need to be balanced with the high power level of their spells as in earlier editions). I'd like to charge 3 or 4 each but then it would be hard to balance the rest of the class and they're not that underpowered.</p><p></p><p>What I might do is charge 4 each for Cantrips and Spellbook, drop wizard training, charge 1 point for the extra rituals. That leaves them with 2 points to spare. Call that leather armour and striker HP (which they should probably have in the first place; or an extra skill to reflect their bookishness (with a wizard's likely stats, they're not prone to spend those skills on more physical pursuits anyway.</p></blockquote><p></p>
[QUOTE="corwyn77, post: 4423136, member: 63309"] Well, my reasons for separating the power sources would be that i think that significant versatility should come up with a price. It may not be necessary for balance, but it encourages common archetypes without requiring them. I am curious, though, why, if you wanted to 'blow the whole thing wide open', why you charged a cost for access to wizard (and only wizard) spells? I'm also interested because wizards seem the most problematic in this system due to the fact that, IMO, Spellbook and Cantrips are not worth 10 points total. Most likely, this has less to do with any flaw in your system, which I like a lot, and more to do with wizards being needlessly fragile in 4e (since they don't need to be balanced with the high power level of their spells as in earlier editions). I'd like to charge 3 or 4 each but then it would be hard to balance the rest of the class and they're not that underpowered. What I might do is charge 4 each for Cantrips and Spellbook, drop wizard training, charge 1 point for the extra rituals. That leaves them with 2 points to spare. Call that leather armour and striker HP (which they should probably have in the first place; or an extra skill to reflect their bookishness (with a wizard's likely stats, they're not prone to spend those skills on more physical pursuits anyway. [/QUOTE]
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