A'koss
Explorer
Interesting... looking forward to seeing more on how the whole magic system works.mearls said:This is actually a valid strategy. The smart arcanist learns how to rig it so that even a bad result of a spell helps him.
Cool... One of the campaigns I'm itching to run is an all-stealth, guerilla tactics style game deep in the heart of an empire of fire giants (and friends!). I'm also curious to see how (or if...) IL characters might deal with some some of the toughies-in-a-scarce-magic-game like... incorporeal undead.EDIT: A'koss asked if an IL party can get by without a specific class in the party. This is definitely the case. Once you take away magic and allow any character to find traps, the classic four class silos (fighter/rogue/wizard/cleric) disintegrate. If the typical group of four players each picks a different class, you're all set. The only issue that can come up is if you start doubling or tripling up the classes.
Cheers!


