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Magic Item Daily Power rule change and Elixir
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<blockquote data-quote="Shin Okada" data-source="post: 5348587" data-attributes="member: 1956"><p>I tend to agree with this part. I played 1st & 2nd AD&D (though not as often as I played Basic/Expert D&D) and played 3.0e and 3.5e till epic level. I know what you say. With all those wishes, scrying spells, time and dimension related magics, many of the story plots did not work without each module saying "A and B and C and D and ... don't work in this mod blah blah blah." 4e did a big improvement on this aspect.</p><p></p><p>And, at the same time, because of that, I don't think 4e rituals and magic items were, even pre-essentials, not causing such problems.</p><p></p><p></p><p></p><p>The big difference is spells. In pre-4e, many of the spellcaseters had far more spells in their spellbook or spells known than they can prepare for that day. So, even when they fight some opponents with their resources full and yet lost, retreating and preparing more appropriate spells may raise the chance for them to win.</p><p></p><p>3.0e added item purchase and creation to this.</p><p></p><p>Then, in 4e, re-preparing spells is no longer an option (well, wizards can do some, but not so flexible). But 4e item creation rule complemented this "retreat, re-prepare and re-match" process, as a ritual takes only 1 hour.</p><p></p><p>"Problems which only magic can solve" are much rare in 4e, comparing to pre-4e. The above-mentioned example of trolls and flying monsters could be some extreme example (though many of the 4e players actually have similar experience, I guess).</p><p></p><p>But I also feel that aside from quick item creation introduced by 4e ritual rule, 4e is lacking the method for PCs (thus players) to re-prepare for rematch. I mean, fighting an encounter and find that they will likely to lose, retreat, then make a plan to raise the odds of their victory, and fight again.</p><p></p><p>For example, in 4e you don't NEED the ways to inflict radiant damage to fight against undead monsters. But having one will definitely raise the chance to win, or makes the combat easier.</p><p></p><p>Now, imagine your party fought a powerful lich and his minions once, lost and barely escaped. Pre-update, creating some anti-undead magic items and rematch could have be an option for the adventurers. Now that is not.</p><p></p><p>It is easy to say that players should be more creative. But I am afraid of that this "quickly making some useful magic items" has been one of the only few method to "re-prepare for rematch" assured by the rule, in the entire 4e system. Thus, removing this will just let many players feel rematch is impractical.</p></blockquote><p></p>
[QUOTE="Shin Okada, post: 5348587, member: 1956"] I tend to agree with this part. I played 1st & 2nd AD&D (though not as often as I played Basic/Expert D&D) and played 3.0e and 3.5e till epic level. I know what you say. With all those wishes, scrying spells, time and dimension related magics, many of the story plots did not work without each module saying "A and B and C and D and ... don't work in this mod blah blah blah." 4e did a big improvement on this aspect. And, at the same time, because of that, I don't think 4e rituals and magic items were, even pre-essentials, not causing such problems. The big difference is spells. In pre-4e, many of the spellcaseters had far more spells in their spellbook or spells known than they can prepare for that day. So, even when they fight some opponents with their resources full and yet lost, retreating and preparing more appropriate spells may raise the chance for them to win. 3.0e added item purchase and creation to this. Then, in 4e, re-preparing spells is no longer an option (well, wizards can do some, but not so flexible). But 4e item creation rule complemented this "retreat, re-prepare and re-match" process, as a ritual takes only 1 hour. "Problems which only magic can solve" are much rare in 4e, comparing to pre-4e. The above-mentioned example of trolls and flying monsters could be some extreme example (though many of the 4e players actually have similar experience, I guess). But I also feel that aside from quick item creation introduced by 4e ritual rule, 4e is lacking the method for PCs (thus players) to re-prepare for rematch. I mean, fighting an encounter and find that they will likely to lose, retreat, then make a plan to raise the odds of their victory, and fight again. For example, in 4e you don't NEED the ways to inflict radiant damage to fight against undead monsters. But having one will definitely raise the chance to win, or makes the combat easier. Now, imagine your party fought a powerful lich and his minions once, lost and barely escaped. Pre-update, creating some anti-undead magic items and rematch could have be an option for the adventurers. Now that is not. It is easy to say that players should be more creative. But I am afraid of that this "quickly making some useful magic items" has been one of the only few method to "re-prepare for rematch" assured by the rule, in the entire 4e system. Thus, removing this will just let many players feel rematch is impractical. [/QUOTE]
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