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<blockquote data-quote="Terath Ninir" data-source="post: 962575" data-attributes="member: 47"><p>Well, sure, we plan on fixing the sorcerer problem! As soon as ENPublishing buys the D&D line from Hasbro, we'll start up the revisions on 4e D&D, and sorcerers will be the first thing we fix...</p><p></p><p><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /> </p><p></p><p>Further playtesting has shown that some of the spells, primarily the Evoke lists, are more powerful than they were intended to be. As we fix that, we will fix most of the balance issues that the mage has against the standard spellcasters. A mage from the current version will not usually unbalance a campaign if they are the only type of spellcasters used. The problem comes in when the standard classes are also used. I fully believe that the mage will be equivalent to clerics, druids, and wizards when we're done. Sorcerers will still be somewhat weaker, but they are somewhat weaker than clerics, druids, and wizards.</p><p></p><p>Clerics: We will include conversions for all of the basic spellcasting classes, for people who want to keep them but have a more flexible spellcasting system. Ranger Wickett has been working on that so far, so I am not sure what his ideas on domains are yet.</p><p></p><p>Metamagic feats: We will be going into them in a little more depth for this version. Some feats, such as Heighten Spell, don't really apply, since the EoM doesn't use the same mechanics as the base rules.</p><p></p><p>We will be providing the revised rules FREE to everyone who has purchased the original. We also will be providing a bare-bones version for free use, including only Open Content. We needed to make some basic changes. The feel and purpose of the rules is the same, but errata just won't cover the necessary changes. Those who have purchased the original version won't lose all of their value, however, since we won't be reprinting the roleplaying and campaign advice. That very excellent chapter was written by Ranger Wickett and has a lot of great information in it.</p><p></p><p>If you want to get the current version, it is available at <a href="http://www.rpgnow.com" target="_blank">http://www.rpgnow.com</a> . Just go over to the all-time best sellers on the right-hand column. Last I checked, it was the 3rd all-time seller.</p><p></p><p>One of the biggest changes we're making is reducing the number of spell lists. Each list will do more but, with the rules changes we're making, they will also be easier to use. We're also going to some effort to make sure that spellcasters have an easier time being unique, but not take so long to create.</p><p></p><p>Print versions: I dunno. I'm a freelancer, so Ranger will have to answer that question.</p><p></p><p>If you've asked a question in this thread, and neither Ranger nor I have answered us, smack us in the head and we will. I tried to cover everything he hasn't already, but I may have missed something. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Terath Ninir, post: 962575, member: 47"] Well, sure, we plan on fixing the sorcerer problem! As soon as ENPublishing buys the D&D line from Hasbro, we'll start up the revisions on 4e D&D, and sorcerers will be the first thing we fix... :D Further playtesting has shown that some of the spells, primarily the Evoke lists, are more powerful than they were intended to be. As we fix that, we will fix most of the balance issues that the mage has against the standard spellcasters. A mage from the current version will not usually unbalance a campaign if they are the only type of spellcasters used. The problem comes in when the standard classes are also used. I fully believe that the mage will be equivalent to clerics, druids, and wizards when we're done. Sorcerers will still be somewhat weaker, but they are somewhat weaker than clerics, druids, and wizards. Clerics: We will include conversions for all of the basic spellcasting classes, for people who want to keep them but have a more flexible spellcasting system. Ranger Wickett has been working on that so far, so I am not sure what his ideas on domains are yet. Metamagic feats: We will be going into them in a little more depth for this version. Some feats, such as Heighten Spell, don't really apply, since the EoM doesn't use the same mechanics as the base rules. We will be providing the revised rules FREE to everyone who has purchased the original. We also will be providing a bare-bones version for free use, including only Open Content. We needed to make some basic changes. The feel and purpose of the rules is the same, but errata just won't cover the necessary changes. Those who have purchased the original version won't lose all of their value, however, since we won't be reprinting the roleplaying and campaign advice. That very excellent chapter was written by Ranger Wickett and has a lot of great information in it. If you want to get the current version, it is available at [url]http://www.rpgnow.com[/url] . Just go over to the all-time best sellers on the right-hand column. Last I checked, it was the 3rd all-time seller. One of the biggest changes we're making is reducing the number of spell lists. Each list will do more but, with the rules changes we're making, they will also be easier to use. We're also going to some effort to make sure that spellcasters have an easier time being unique, but not take so long to create. Print versions: I dunno. I'm a freelancer, so Ranger will have to answer that question. If you've asked a question in this thread, and neither Ranger nor I have answered us, smack us in the head and we will. I tried to cover everything he hasn't already, but I may have missed something. :) [/QUOTE]
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