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Mike Mearls on how 4E could have looked
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<blockquote data-quote="Aldarc" data-source="post: 7522853" data-attributes="member: 5142"><p>Lanefan, you have given me a lot to chew on. For the sake of readability, I hope you don't mind if I break up your response into separate posts. This may alleviate having too much of a wall-of-text style post. </p><p></p><p>This depends on how you do it. I could see spell interruption being needlessly complex, slowing down play, or being frustrating/punitive for mages. And wizards like to blast in combat. But this would likely not really be an issue outside of combat, where some of our discussion regarding fighter vs. wizard non-combat game engagement has been about. </p><p></p><p>This is the sort of thing that hurts non-casters more since they are more likely to be on the receiving end of a wizard's folly. </p><p></p><p>I don't particularly like my mages that squishy. Never really enjoyed or felt comfortable playing them until the d6 change happened. I would probably prefer scaling back their magic - the real culprit rather than their HP total - in proportion to them having a d6 HD. </p><p></p><p>My impression has been though that the APs have considerably sped up the leveling process so that more players can "taste" higher levels but in a compressed play time. But my table has not used the APs, so I cannot say for certain. </p><p></p><p>I don't presume the same spell progression speed here. One could slow down the spell acquisition progress and provide mages with some other benefits, perhaps similar to warlock invocations, or some lore/support/social abilities. Or maybe they can learn to do other things with what spells they have. </p><p></p><p>Sure, but one problem is that this can effectively lead to D&D simulating different fantasy subgenres for the fighter and wizard respectively such that they are seemingly playing two different games with two different, if not opposing, views of the world and its inhabitants. </p><p></p><p>For all its faults, I do think that 4e presented a more coherent and consistent worldview for everyone playing in this shared World Axisverse. The warriors, mages, priests, and thieves all gradually become mythic as they engage a mythic universe. And this is also one reason why - regardless of any feelings I possess towards the particular 4e mechanics - I adore what 4e accomplished towards that end. That coherent vision for the world and its classes makes me still want to play 4e.</p></blockquote><p></p>
[QUOTE="Aldarc, post: 7522853, member: 5142"] Lanefan, you have given me a lot to chew on. For the sake of readability, I hope you don't mind if I break up your response into separate posts. This may alleviate having too much of a wall-of-text style post. This depends on how you do it. I could see spell interruption being needlessly complex, slowing down play, or being frustrating/punitive for mages. And wizards like to blast in combat. But this would likely not really be an issue outside of combat, where some of our discussion regarding fighter vs. wizard non-combat game engagement has been about. This is the sort of thing that hurts non-casters more since they are more likely to be on the receiving end of a wizard's folly. I don't particularly like my mages that squishy. Never really enjoyed or felt comfortable playing them until the d6 change happened. I would probably prefer scaling back their magic - the real culprit rather than their HP total - in proportion to them having a d6 HD. My impression has been though that the APs have considerably sped up the leveling process so that more players can "taste" higher levels but in a compressed play time. But my table has not used the APs, so I cannot say for certain. I don't presume the same spell progression speed here. One could slow down the spell acquisition progress and provide mages with some other benefits, perhaps similar to warlock invocations, or some lore/support/social abilities. Or maybe they can learn to do other things with what spells they have. Sure, but one problem is that this can effectively lead to D&D simulating different fantasy subgenres for the fighter and wizard respectively such that they are seemingly playing two different games with two different, if not opposing, views of the world and its inhabitants. For all its faults, I do think that 4e presented a more coherent and consistent worldview for everyone playing in this shared World Axisverse. The warriors, mages, priests, and thieves all gradually become mythic as they engage a mythic universe. And this is also one reason why - regardless of any feelings I possess towards the particular 4e mechanics - I adore what 4e accomplished towards that end. That coherent vision for the world and its classes makes me still want to play 4e. [/QUOTE]
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