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General Tabletop Discussion
*Dungeons & Dragons
Mike Mearls explains why your boss monsters die too easily
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<blockquote data-quote="Stalker0" data-source="post: 9774306" data-attributes="member: 5889"><p>What 4e tried to do was divide the "combat spells" and the "non-combat spells" into two different buckets.</p><p></p><p>The combat spells were at-will/encounter/daily powers. And most were your old trusties like "fireball". They did make some of them encounter powers, and it mostly worked fine.</p><p></p><p>The non-combat ones they created a ritual system for, where you could spend X time and some gold and cast things like teleport or speak with plants or XYZ. I think the ritual system was the weak spot. The idea was good but the mechanics just didn't quite work. I think using gold cost was just the wrong idea, its not thematic, it balances horribly across different groups etc. Probably better was to use healing surges as a form of ritual currency. That thematically works (spellcasting is taxing), it balances well (we expect wizard at table 1 and wizard at table 2 to have roughly the same amount of surges). Some version of that would have made the system more elegant imo.</p></blockquote><p></p>
[QUOTE="Stalker0, post: 9774306, member: 5889"] What 4e tried to do was divide the "combat spells" and the "non-combat spells" into two different buckets. The combat spells were at-will/encounter/daily powers. And most were your old trusties like "fireball". They did make some of them encounter powers, and it mostly worked fine. The non-combat ones they created a ritual system for, where you could spend X time and some gold and cast things like teleport or speak with plants or XYZ. I think the ritual system was the weak spot. The idea was good but the mechanics just didn't quite work. I think using gold cost was just the wrong idea, its not thematic, it balances horribly across different groups etc. Probably better was to use healing surges as a form of ritual currency. That thematically works (spellcasting is taxing), it balances well (we expect wizard at table 1 and wizard at table 2 to have roughly the same amount of surges). Some version of that would have made the system more elegant imo. [/QUOTE]
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Community
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*Dungeons & Dragons
Mike Mearls explains why your boss monsters die too easily
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