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[L&L] Balancing the Wizards in D&D
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<blockquote data-quote="Libramarian" data-source="post: 5911474" data-attributes="member: 6688858"><p>Let me try to explain why I'm not really into at-will blasty magic.</p><p></p><p>I don't like the idea of the Wizard doing everything in a wizardly way. I like each class having a distinctive and useful shtick, but I also like a significant portion of the game to treat all the classes as kind of the same -- as "adventurers". The first thing distinguishing PCs from commoners is that they're adventurers.</p><p></p><p>If I may draw an analogy with a imaginary modern military class-based game, I want all PCs to first be distinguished from commoners as soldiers are from civilians. Then you have a Fighter class with an assault rifle and a handgun, and a Wizard class with some grenades and a handgun. When they run out of grenades, they use their handgun. That establishes some sort of basic connection with the Fighter class that I find pleasing. I don't like the idea of a Wizard class that, when they run out of hand grenades, they start flicking little pea-sized grenades that appear to have a very similar if not identical effect to the handgun. And they have grenades on their uniform and their helmet is in the shape of a grenade, etc. That plays up the superficial aspect of their class flavor too much. It's goofy.</p><p></p><p>That is to say, in a rambling way, that for me the wizard's flavor comes mostly from the structural/gamist aspect of having a limited resource that when used has a dramatic impact. It's not so much the superficial aspect of their attacks "looking" magical. So for me, giving them at-will magical abilities muddles their class flavor more than reinforces it.</p></blockquote><p></p>
[QUOTE="Libramarian, post: 5911474, member: 6688858"] Let me try to explain why I'm not really into at-will blasty magic. I don't like the idea of the Wizard doing everything in a wizardly way. I like each class having a distinctive and useful shtick, but I also like a significant portion of the game to treat all the classes as kind of the same -- as "adventurers". The first thing distinguishing PCs from commoners is that they're adventurers. If I may draw an analogy with a imaginary modern military class-based game, I want all PCs to first be distinguished from commoners as soldiers are from civilians. Then you have a Fighter class with an assault rifle and a handgun, and a Wizard class with some grenades and a handgun. When they run out of grenades, they use their handgun. That establishes some sort of basic connection with the Fighter class that I find pleasing. I don't like the idea of a Wizard class that, when they run out of hand grenades, they start flicking little pea-sized grenades that appear to have a very similar if not identical effect to the handgun. And they have grenades on their uniform and their helmet is in the shape of a grenade, etc. That plays up the superficial aspect of their class flavor too much. It's goofy. That is to say, in a rambling way, that for me the wizard's flavor comes mostly from the structural/gamist aspect of having a limited resource that when used has a dramatic impact. It's not so much the superficial aspect of their attacks "looking" magical. So for me, giving them at-will magical abilities muddles their class flavor more than reinforces it. [/QUOTE]
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[L&L] Balancing the Wizards in D&D
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