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Falling off the 4ed bandwagon
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<blockquote data-quote="Mort" data-source="post: 5051113" data-attributes="member: 762"><p>This is only true if you completely ignore rituals (checking the DDI there are 268 now and the number is constantly growing). Many of the utility spells in prior edditions are rituals in 4e - and I think the system is better for it because there is no longer what I would call the "six second solution" to every problem. And while the wizard does not have exclusive access to rituals he has the easiest time getting them and gets many for free.</p><p></p><p>On the "six second solution" I guess got pretty sick and tired of the mage had such an advantage over most classes:</p><p> - locked door - the rogue can try to pick it and may succeed and takes a few rounds (will automatically fail if wizard locked though) or the mage can just Knock it which takes less than one round and is guaranteed.</p><p>- Open courtyard - the rogue can hide and try to sneak past, or the wizard can cast invisibility.</p><p></p><p>- large cliff? the party faces an arduous climb - except that by any level worth mentioning flying spells and or magic is ubiquitous.</p><p></p><p>Etc.</p><p></p><p>4e has knock too - but it takes 10 minutes and involves an arcana check. Which means the rogue with good thievery actually has a reason to use it. Same with the other magic solutions, they're there but not always the obvious (usually default) choice.</p></blockquote><p></p>
[QUOTE="Mort, post: 5051113, member: 762"] This is only true if you completely ignore rituals (checking the DDI there are 268 now and the number is constantly growing). Many of the utility spells in prior edditions are rituals in 4e - and I think the system is better for it because there is no longer what I would call the "six second solution" to every problem. And while the wizard does not have exclusive access to rituals he has the easiest time getting them and gets many for free. On the "six second solution" I guess got pretty sick and tired of the mage had such an advantage over most classes: - locked door - the rogue can try to pick it and may succeed and takes a few rounds (will automatically fail if wizard locked though) or the mage can just Knock it which takes less than one round and is guaranteed. - Open courtyard - the rogue can hide and try to sneak past, or the wizard can cast invisibility. - large cliff? the party faces an arduous climb - except that by any level worth mentioning flying spells and or magic is ubiquitous. Etc. 4e has knock too - but it takes 10 minutes and involves an arcana check. Which means the rogue with good thievery actually has a reason to use it. Same with the other magic solutions, they're there but not always the obvious (usually default) choice. [/QUOTE]
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