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Complete Mage - Is it out yet?
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<blockquote data-quote="Felon" data-source="post: 3106519" data-attributes="member: 8158"><p>Well, I won't hazard a guess as to what percentage "a lot of people" really comprises, but suffice to say if you pare away the magic bling, you're playing a pretty radically different game--in some ways, it's like playing rock/paper/scissors without the scissors, because magic items provide some significant checks and balances (they'll keep a fighter from being outmeleed by a wildshaping druid, for instance). I think any useful discussion here has to assume people are playing the game using the guidelines set forth in the core books. </p><p></p><p></p><p></p><p>This is a big fat "so what?" situation. Sure, items are external components. They have to be created/purchased/wielded/toted and so forth--but D&D characters pretty much learn to reconcile themselves with carrying magic items. It's what the game makes allowances for. You either find items as treasure or you buy them. </p><p></p><p></p><p></p><p>Wands are intentionally designed to scale so that using one is inferior to actually casting the equivalent spell. But I think it's plain to see that the reserve feats are geared to be inferior to actually casting the equivalent spell as well. </p><p></p><p>Now don't get me wrong, I've already said I think reserve feats are cool-looking, but I don't think they change the core game all that fundamentally, except maybe around 3rd to 5th level, where reserve feats first become available, because that's a little before wands come into prevalence.</p></blockquote><p></p>
[QUOTE="Felon, post: 3106519, member: 8158"] Well, I won't hazard a guess as to what percentage "a lot of people" really comprises, but suffice to say if you pare away the magic bling, you're playing a pretty radically different game--in some ways, it's like playing rock/paper/scissors without the scissors, because magic items provide some significant checks and balances (they'll keep a fighter from being outmeleed by a wildshaping druid, for instance). I think any useful discussion here has to assume people are playing the game using the guidelines set forth in the core books. This is a big fat "so what?" situation. Sure, items are external components. They have to be created/purchased/wielded/toted and so forth--but D&D characters pretty much learn to reconcile themselves with carrying magic items. It's what the game makes allowances for. You either find items as treasure or you buy them. Wands are intentionally designed to scale so that using one is inferior to actually casting the equivalent spell. But I think it's plain to see that the reserve feats are geared to be inferior to actually casting the equivalent spell as well. Now don't get me wrong, I've already said I think reserve feats are cool-looking, but I don't think they change the core game all that fundamentally, except maybe around 3rd to 5th level, where reserve feats first become available, because that's a little before wands come into prevalence. [/QUOTE]
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