W&M makes it pretty clear that Illusionists and Necromancers will be turning up, with Shadow as their power source. Though you this probably bumps into your other dislike, about having to wait for, and buy, more books.jolt said:Lack of true specialist wizards (this was a real blow to me).
Interestingly, I've never found D&D very generic, and I'm glad an edition is coming out that is recognising this, and trying to build a system dedicated to supporting a particular style of play (or actually, I suspect, a couple of styles, one gamist and the other narrativist) really well.jolt said:Move towards the "contemporary rpg" model where the rules favor playing the game a certain way. And if you don't then you're, however indirectly, punished or made to do more work. When D&D stops being generic, it stops being D&D.
The heal thing is not really raising the power bar (the teleportation I know less about, but it sounds like it's just movement with flashier flavour text). Rather, it's just making sure that PCs are among the lucky ones to whom permanent harm rarely happens. It's a metagame change, not an ingame change to the power level of the gameworld.Lizard said:No apparent concern for the effects of raising the power bar on the world (at will heals, low-level teleports).
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