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<blockquote data-quote="lin_fusan" data-source="post: 5373795" data-attributes="member: 37085"><p>I think it is reason that a lot of wizard players treat the magic system like a science on a meta-level, and start to apply real-world physics to their spells and the application of that magic. </p><p></p><p>I think it is also telling that in the current system, if I want my fighter or thief to do a parkour/Jackie Chan-style walk up a wall corner maneuver to get up a wall, I have to roll a skill check with a percent chance of failure, whereas a wizard can cast Spider Climb and get 100% repeatable results. </p><p></p><p>In this model, magic is repeatable and consistent, and physical acts are slightly random and not always repeatable. </p><p></p><p>When the 2nd ed Wild Magic system came out, I thought it was a great idea because I never thought magic should be predictable and repeatable. </p><p></p><p>And to weakly get back on topic, after reading all these posts, I really like the idea of guns being one-shot, Encounter-like powers, that do pretty decent damage but require several move actions to reload. This way, the guns have some initial impact, bows aren't classed out, and players will probably drop their guns after the initial shot and close to melee.</p></blockquote><p></p>
[QUOTE="lin_fusan, post: 5373795, member: 37085"] I think it is reason that a lot of wizard players treat the magic system like a science on a meta-level, and start to apply real-world physics to their spells and the application of that magic. I think it is also telling that in the current system, if I want my fighter or thief to do a parkour/Jackie Chan-style walk up a wall corner maneuver to get up a wall, I have to roll a skill check with a percent chance of failure, whereas a wizard can cast Spider Climb and get 100% repeatable results. In this model, magic is repeatable and consistent, and physical acts are slightly random and not always repeatable. When the 2nd ed Wild Magic system came out, I thought it was a great idea because I never thought magic should be predictable and repeatable. And to weakly get back on topic, after reading all these posts, I really like the idea of guns being one-shot, Encounter-like powers, that do pretty decent damage but require several move actions to reload. This way, the guns have some initial impact, bows aren't classed out, and players will probably drop their guns after the initial shot and close to melee. [/QUOTE]
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