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D&D lovers who hate Vancian magic
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<blockquote data-quote="Hussar" data-source="post: 5774474" data-attributes="member: 22779"><p>I'm obviously not Dasuul, but, I'd like to take a stab a that if I may.</p><p></p><p>For me, it's the memorize and forget mechanic mostly, which is why I think sorcerers and other alternative casters (the Shadowcaster and the Truenamer both were fantastic ideas, although the mechanics were a bit... bleah). The M&F mechanic is just so problematic IMO. I listed the issues before, but, I'm going to be a bit more specific here:</p><p></p><p> M&F magic means that general purpose spells will always trump specific purpose spells. No one will ever memorize Illusory Script before Fireball. There are a handful of spells that might as well be class powers because every (or virtually every) caster of that class takes them (or something close) because they are just that much more useful than the other choices.</p><p></p><p>The only thing worse than having severely limited spells/day is having spells that only function in very limited circumstances, most of which are beyond your control. In most D&D campaigns, it's usually not a big stretch to think that you might need to fireball or lightning something today. OTOH, Water Breathing is taking up a slot and, unless you know you're going to need it today, it might still be there when you go to bed tonight.</p><p></p><p>Which rolls me back around to the sorcerer. The sorc solves so many of the issues that I have with casters in 3.x. Give him a few more Spells Known and I'd happily eject clerics and wizards in favor of a Sorcerer that chooses either arcane or divine magic. The Favored Soul fills this role perfectly. </p><p></p><p>If I played 3.x again, I would eject all three of the core casters and replace them with sorcerers and favored souls.</p></blockquote><p></p>
[QUOTE="Hussar, post: 5774474, member: 22779"] I'm obviously not Dasuul, but, I'd like to take a stab a that if I may. For me, it's the memorize and forget mechanic mostly, which is why I think sorcerers and other alternative casters (the Shadowcaster and the Truenamer both were fantastic ideas, although the mechanics were a bit... bleah). The M&F mechanic is just so problematic IMO. I listed the issues before, but, I'm going to be a bit more specific here: M&F magic means that general purpose spells will always trump specific purpose spells. No one will ever memorize Illusory Script before Fireball. There are a handful of spells that might as well be class powers because every (or virtually every) caster of that class takes them (or something close) because they are just that much more useful than the other choices. The only thing worse than having severely limited spells/day is having spells that only function in very limited circumstances, most of which are beyond your control. In most D&D campaigns, it's usually not a big stretch to think that you might need to fireball or lightning something today. OTOH, Water Breathing is taking up a slot and, unless you know you're going to need it today, it might still be there when you go to bed tonight. Which rolls me back around to the sorcerer. The sorc solves so many of the issues that I have with casters in 3.x. Give him a few more Spells Known and I'd happily eject clerics and wizards in favor of a Sorcerer that chooses either arcane or divine magic. The Favored Soul fills this role perfectly. If I played 3.x again, I would eject all three of the core casters and replace them with sorcerers and favored souls. [/QUOTE]
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