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Fighter design goals . L&L April 30th
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<blockquote data-quote="tlantl" data-source="post: 5895597" data-attributes="member: 55225"><p>It's hard to say. the newer versions of the game did so much damage to the character side checks and balances that some of the things that used to reduce the sheer number of unrestrained spells can't be used without going back to a time when you couldn't add ability scores, had defined limits on the numbers of spells you could learn, and couldn't expect to ever have a bonus spell. These things will cause riots. </p><p></p><p>Spell failure and casting times have no meaning today. The rounds are too short and casting times are too fast. Again we have the problem of not being able to go backwards because people will rebel. The argument being that these things were bad design that has to stay buried. I contend that removing them is the bad design, but hey I'm a fossil.</p><p></p><p>A lot of the problem with wizard and cleric spells is the freedom players have to use them. Even now I control the spells available by only letting wizards learn spells they actually have in their possession and clerics use lists I devised during 2e for specialty priests. if the player strays from their alignments or fail to put their god's interests before their own then they suffer losing access to spells. But I use rules found in books that have been out of print for a while.</p><p></p><p>I like dangerous magic items. they give players pause. Not everything in a hoard is going to be useful or desirable. The magic items in 3e were disappointing. They were either too powerful or too generic. Players wound up looking for certain items to increase their abilities and damage output which made adding cool trinkets a waste of time since they never got used.</p><p></p><p>All I can say is that the guys trying to reinvent the wheel again have their work cut out for them.</p></blockquote><p></p>
[QUOTE="tlantl, post: 5895597, member: 55225"] It's hard to say. the newer versions of the game did so much damage to the character side checks and balances that some of the things that used to reduce the sheer number of unrestrained spells can't be used without going back to a time when you couldn't add ability scores, had defined limits on the numbers of spells you could learn, and couldn't expect to ever have a bonus spell. These things will cause riots. Spell failure and casting times have no meaning today. The rounds are too short and casting times are too fast. Again we have the problem of not being able to go backwards because people will rebel. The argument being that these things were bad design that has to stay buried. I contend that removing them is the bad design, but hey I'm a fossil. A lot of the problem with wizard and cleric spells is the freedom players have to use them. Even now I control the spells available by only letting wizards learn spells they actually have in their possession and clerics use lists I devised during 2e for specialty priests. if the player strays from their alignments or fail to put their god's interests before their own then they suffer losing access to spells. But I use rules found in books that have been out of print for a while. I like dangerous magic items. they give players pause. Not everything in a hoard is going to be useful or desirable. The magic items in 3e were disappointing. They were either too powerful or too generic. Players wound up looking for certain items to increase their abilities and damage output which made adding cool trinkets a waste of time since they never got used. All I can say is that the guys trying to reinvent the wheel again have their work cut out for them. [/QUOTE]
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