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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Fate and Magic Part 1 - or, how to bring the magic back to 4E!
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<blockquote data-quote="FireLance" data-source="post: 5412529" data-attributes="member: 3424"><p>Personally, I think the "Wow! Magic!" effect comes from one simple factor: spellcasters can do things that no other character can. In previous editions, this included, but was not limited to:</p><p></p><p>1. Healing. </p><p>2. Dealing damage to a large number of enemies at once.</p><p>3. Ability to affect enemies in ways other than straight damage (sleep, hold, slow, etc.)</p><p>4. Dealing large amounts of damage or killing in a manner that bypassed hit points (save or die).</p><p>5. Creating long-term effects (charms, buffs, etc.)</p><p>6. Performing actions that would be physically impossible in the real world (flight, turning invisible, moving objects without touching them, etc.)</p><p></p><p>To a certain extent, 4E has blurred the distinction between spellcasters and martial characters for most of the above: martial characters have the potential to heal, to deal mass damage and spike damage, and inflict certain conditions, save-or-die effects and long-term effects have been downplayed, etc. </p><p></p><p>IMO, simply increasing the damage potential of spellcasters does not really address the problem. To me, the answer is to give spellcasters distinctive abilities that which martial characters cannot duplicate (or put greater emphasis on those which they already have). And - fair is fair - martial characters should also either have distinctive abilities that spellcasters cannot duplicate, or be so good at what they do that the fact that the spellcasters can do anything they can do and then some does not matter.</p></blockquote><p></p>
[QUOTE="FireLance, post: 5412529, member: 3424"] Personally, I think the "Wow! Magic!" effect comes from one simple factor: spellcasters can do things that no other character can. In previous editions, this included, but was not limited to: 1. Healing. 2. Dealing damage to a large number of enemies at once. 3. Ability to affect enemies in ways other than straight damage (sleep, hold, slow, etc.) 4. Dealing large amounts of damage or killing in a manner that bypassed hit points (save or die). 5. Creating long-term effects (charms, buffs, etc.) 6. Performing actions that would be physically impossible in the real world (flight, turning invisible, moving objects without touching them, etc.) To a certain extent, 4E has blurred the distinction between spellcasters and martial characters for most of the above: martial characters have the potential to heal, to deal mass damage and spike damage, and inflict certain conditions, save-or-die effects and long-term effects have been downplayed, etc. IMO, simply increasing the damage potential of spellcasters does not really address the problem. To me, the answer is to give spellcasters distinctive abilities that which martial characters cannot duplicate (or put greater emphasis on those which they already have). And - fair is fair - martial characters should also either have distinctive abilities that spellcasters cannot duplicate, or be so good at what they do that the fact that the spellcasters can do anything they can do and then some does not matter. [/QUOTE]
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Fate and Magic Part 1 - or, how to bring the magic back to 4E!
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