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Monte Cook's Design Thoughts On Spellcasters
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<blockquote data-quote="Papewaio of The Org" data-source="post: 3041094" data-attributes="member: 35704"><p>Actually my point is that pleasure and fun are two different things. So pleasure is eating a chocolate bar, fun is the feeling of joy you get from say a good weights session. One is immediate and fleeting the other requires work and sweat. Pleasure is the immediate joy of spell use, and yes I do remember how it is when you first hit 5th level and those pesky orcs become bbq. Fun is the long term sense of achievement as your character becomes more powerful, this sense of achievement is often heightened by the difficulty in getting there. For instance I'm sure you have felt more of an achievement nuturing a character from 1st to 5th then making a character up who starts at 10th level.</p><p></p><p>The differences in power at different parts of the campaign arc and how the party interacts from fighters being the big brothers to the mages leading the show later on kept party dynamics interesting. Pour in to much equality and make everything equal means everyone can do everything with a bit of variation... essentially the largest variation becomes the name of the class not the capacity for differences. </p><p></p><p>Now the ability to have a player-character that has to think to survive at the beginning has multiple effects. One is as mention the delayed reward ability, this is one side of being a high achiever which is a useful ability in intelligence... and unlike fighters where you don't need to be burly to play a barbarian, a bit of intelligence does magnify the power curve of a magic hurler. Also in the beginning arc of a campaign the fighter types look after the weaker ones... this can build up a trust relationship which paysback later on. Another bonus with having a limited supply of spells is tension in the short term. If a battle is too easy it isn't remember as vividly as the encounters that were far closer to life and death, having too many spells slides it from vivid to mundane if not managed carefully.</p><p></p><p>Long term there is a sense of achievement in nuturing a relatively weak starting character in to something as powerful as a 20th level arcane caster. Your options have opened up, your power has no near equivalent you feel like you might actually have achieved something with that character. Make it too easy and it isn't that sweet.</p><p></p><p>So for the long term player it is actually more satisfying to play a character that has challenges.</p></blockquote><p></p>
[QUOTE="Papewaio of The Org, post: 3041094, member: 35704"] Actually my point is that pleasure and fun are two different things. So pleasure is eating a chocolate bar, fun is the feeling of joy you get from say a good weights session. One is immediate and fleeting the other requires work and sweat. Pleasure is the immediate joy of spell use, and yes I do remember how it is when you first hit 5th level and those pesky orcs become bbq. Fun is the long term sense of achievement as your character becomes more powerful, this sense of achievement is often heightened by the difficulty in getting there. For instance I'm sure you have felt more of an achievement nuturing a character from 1st to 5th then making a character up who starts at 10th level. The differences in power at different parts of the campaign arc and how the party interacts from fighters being the big brothers to the mages leading the show later on kept party dynamics interesting. Pour in to much equality and make everything equal means everyone can do everything with a bit of variation... essentially the largest variation becomes the name of the class not the capacity for differences. Now the ability to have a player-character that has to think to survive at the beginning has multiple effects. One is as mention the delayed reward ability, this is one side of being a high achiever which is a useful ability in intelligence... and unlike fighters where you don't need to be burly to play a barbarian, a bit of intelligence does magnify the power curve of a magic hurler. Also in the beginning arc of a campaign the fighter types look after the weaker ones... this can build up a trust relationship which paysback later on. Another bonus with having a limited supply of spells is tension in the short term. If a battle is too easy it isn't remember as vividly as the encounters that were far closer to life and death, having too many spells slides it from vivid to mundane if not managed carefully. Long term there is a sense of achievement in nuturing a relatively weak starting character in to something as powerful as a 20th level arcane caster. Your options have opened up, your power has no near equivalent you feel like you might actually have achieved something with that character. Make it too easy and it isn't that sweet. So for the long term player it is actually more satisfying to play a character that has challenges. [/QUOTE]
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