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Let's Talk About 4E On Its Own Terms [+]
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<blockquote data-quote="James Gasik" data-source="post: 9226206" data-attributes="member: 6877472"><p>Different sensibilities, I guess. I can't really explain it well because it's a position I don't really understand- I feel that magic users being able to use magic in place of mundane activities adds to the class fantasy- a Wizard shouldn't have to carry around a crossbow or a flint and steel or a torch- he has magic for that!</p><p></p><p>However, here's a few common complaints that might shed light on things:</p><p></p><p>1- infinite, hands-free source of light. In old school play, carrying around torches and lanterns has an opportunity cost. You need to have a free hand occupied, and you run the risk of running out of light in a dangerous place if you don't carry enough torches and/or fuel. Magical light used to take a spell slot, so again, opportunity cost. If you're running an exploration-heavy game, having every caster able to provide infinite light sources is a major paradigm shift.</p><p></p><p>2- in a similar vein, if you want ranged attacks, you have to carry around the weapons to make them. Range penalties and ammunition are issues to consider as well. Along comes Mr. Sorcerer with his infinite fire bolts, which deal elemental damage (often superior to regular damage) that also scale as they level up to being better than weapon damage! Not to mention the obvious advantages of always having fire on tap. An old school encounter with a troll, where a character might have to give up their normal attack to hit a troll with a torch becomes a much more simple affair as the caster lights it on fire every turn. And there's always that one guy who complains if you can keep hitting a normally difficult to destroy obstacle with limitless damage with the DM unable to say things like "keep doing that and your weapon might break or you'll get tired from swinging it", etc..</p><p></p><p>3- the classic balance point of casters vs. martials is that martials can do their thing all day long, and casters run out of magic, so it's a powerful resource that must be conserved. At-will cantrips massively disrupt this paradigm.</p><p></p><p>How you approach the game fundamentally shifts, and if your gaming experience consists of slowly creeping through dark tunnels, wondering how far your resources can stretch before you have to flee, at-will magic will probably feel quite jarring.</p></blockquote><p></p>
[QUOTE="James Gasik, post: 9226206, member: 6877472"] Different sensibilities, I guess. I can't really explain it well because it's a position I don't really understand- I feel that magic users being able to use magic in place of mundane activities adds to the class fantasy- a Wizard shouldn't have to carry around a crossbow or a flint and steel or a torch- he has magic for that! However, here's a few common complaints that might shed light on things: 1- infinite, hands-free source of light. In old school play, carrying around torches and lanterns has an opportunity cost. You need to have a free hand occupied, and you run the risk of running out of light in a dangerous place if you don't carry enough torches and/or fuel. Magical light used to take a spell slot, so again, opportunity cost. If you're running an exploration-heavy game, having every caster able to provide infinite light sources is a major paradigm shift. 2- in a similar vein, if you want ranged attacks, you have to carry around the weapons to make them. Range penalties and ammunition are issues to consider as well. Along comes Mr. Sorcerer with his infinite fire bolts, which deal elemental damage (often superior to regular damage) that also scale as they level up to being better than weapon damage! Not to mention the obvious advantages of always having fire on tap. An old school encounter with a troll, where a character might have to give up their normal attack to hit a troll with a torch becomes a much more simple affair as the caster lights it on fire every turn. And there's always that one guy who complains if you can keep hitting a normally difficult to destroy obstacle with limitless damage with the DM unable to say things like "keep doing that and your weapon might break or you'll get tired from swinging it", etc.. 3- the classic balance point of casters vs. martials is that martials can do their thing all day long, and casters run out of magic, so it's a powerful resource that must be conserved. At-will cantrips massively disrupt this paradigm. How you approach the game fundamentally shifts, and if your gaming experience consists of slowly creeping through dark tunnels, wondering how far your resources can stretch before you have to flee, at-will magic will probably feel quite jarring. [/QUOTE]
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