New blog from Dave Noonan concerning response to the latest Insider article.
Dave Noonan said:Daily Work: A million things today, so the morning blog will be brief. Maybe I'll be more verbose later in the day. Maybe.
Wizard: So...noticed the wizard preview, did ya? I'll make some comments based on message board traffic I've seen.
Wizard is my favorite class (well, second-favorite if you let me count gish as a class), and I'll grab one for a playtest every chance I can get. We've been through a number of iterations on the (boy is this going to be fun to type) the implementation of implements (staff, wand, etc.).
OK, I'm now prying the parentheses off of my keyboard.
The pendulum has swung around a lot during design on the implement issue. And it's like a Foucault pendulum, because it's swinging between more than two points. I've played versions where your choice of implement--both as part of the character-building process and as part of the basic "what's in my hand" decision--mattered a lot. And we've also tried where only a very small subset of your magic power interacted with your implement choice.
Right now the pendulum is resting somewhere in the middle. Or at least I hope it's resting. It wouldn't shock me if we gave it another push based on playtest feedback.
It's difficult to talk about implements without handing over big chunks of the Player's Handbook, but I'll give it a shot. I think I can avoid the mechanics while talking about the at-the-table result.
My 4e wizards are capable of the same breadth of tricks as their 3e ancestors...regardless of the choices I make about implements. But I do care about my implements. Smart choices there make me more effective and differentiate me from all those other--and assuredly lesser--wizards out there.
It's easy to take this analogy too far, but it might be worthwhile to think of a wizard's implements as analogous to a 3e fighter's weapon choice--if you assume that the fighter hasn't deeply, deeply specialized in that weapon through feat choice. Mid-level Tordek prefers axes, sure, and he probably has an advantage with an axe that's substantial but not overwhelming. You put a polearm in his hands, though, and he functions just fine. And he's accessing the salient properties of the polearm--reach, for example.
Another thing about implements and the "Iron Sigil"-style disciplines/traditions: They're extensible. I've read a lot of threads that essentially say, "Here's how I'm going to make it work in my campaign..." Yes! That's exactly what we had in mind. You can add your own implements and disciplines/traditions to the mix. Doing so takes some work, but it's not a massive undertaking.
And it probably won't shock you to learn that we might crank out some new implements and disciplines/traditions ourselves at some point.
OK, back to work. Must...type...faster.
Mood: Six minutes to microwave this?? Who's got that kind of time?
Music: Ba Cissoko, Electric Griot Land