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Monte Cook's Design Thoughts On Spellcasters
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<blockquote data-quote="IceFractal" data-source="post: 3041263" data-attributes="member: 27704"><p>On the one hand, I actually like many aspects of this idea - especially the fact that it would allow for both powerful expandable spells and unlimited weaker magic. It seems like a solid concept that could have a very interesting implementation.</p><p></p><p><strong>However</strong> ... there's this idea again. The idea that every class has to be equally playable for a newbie. The idea that player skill should be subtracted from the equation. This is an idea I don't like. In other types of games, people accept that more experienced players do better - this is a fundamental component. But for some reason, I keep hearing this concept that player skill should not be a factor in character power. Why the heck not? The players are the ones playing, at the end of the day - not the characters. If decisions were based entirely on the character's skills and knowledge, you may as well hand over the character sheets and come back in a few weeks to see how the campaign went. </p><p></p><p>This said, it isn't necessary that the Wizard be the experienced class and the Fighter the newbie class. By all means, have a simple spellcasting class or a complex tactical melee class - just don't take the complex options away. </p><p></p><p></p><p>One way to do this would be for base classes to have a choice of paths. For instance, the Fighter could pick the Weapon Master route (gets scaling bonuses to attack/damage/criticals/etc through the levels, predetermined), or the Tactical route (get bonus feats and manuevers). The Wizard could pick the Inherent Arcana route (Warlock-like abilities, usable at will) or the Dweomermaster route (spells, with all the complexity and strategy ramped to the fullest). And so forth. </p><p></p><p>You wouldn't even have to put the paths in the same book - you could have a Basic Player's Handbook that was fairly brief and easy for new players to pick up, and then an Expanded Player's Handbook, with the more complex paths and options in it. And even for experienced gamers, the simple paths would be great for DMs to stat up foes, followers, and so forth, for when you just wanted a break from strategy, and for one-offs. </p><p></p><p>Now <u>that</u> might be worthy of the title 4e, if they did it right.</p></blockquote><p></p>
[QUOTE="IceFractal, post: 3041263, member: 27704"] On the one hand, I actually like many aspects of this idea - especially the fact that it would allow for both powerful expandable spells and unlimited weaker magic. It seems like a solid concept that could have a very interesting implementation. [B]However[/B] ... there's this idea again. The idea that every class has to be equally playable for a newbie. The idea that player skill should be subtracted from the equation. This is an idea I don't like. In other types of games, people accept that more experienced players do better - this is a fundamental component. But for some reason, I keep hearing this concept that player skill should not be a factor in character power. Why the heck not? The players are the ones playing, at the end of the day - not the characters. If decisions were based entirely on the character's skills and knowledge, you may as well hand over the character sheets and come back in a few weeks to see how the campaign went. This said, it isn't necessary that the Wizard be the experienced class and the Fighter the newbie class. By all means, have a simple spellcasting class or a complex tactical melee class - just don't take the complex options away. One way to do this would be for base classes to have a choice of paths. For instance, the Fighter could pick the Weapon Master route (gets scaling bonuses to attack/damage/criticals/etc through the levels, predetermined), or the Tactical route (get bonus feats and manuevers). The Wizard could pick the Inherent Arcana route (Warlock-like abilities, usable at will) or the Dweomermaster route (spells, with all the complexity and strategy ramped to the fullest). And so forth. You wouldn't even have to put the paths in the same book - you could have a Basic Player's Handbook that was fairly brief and easy for new players to pick up, and then an Expanded Player's Handbook, with the more complex paths and options in it. And even for experienced gamers, the simple paths would be great for DMs to stat up foes, followers, and so forth, for when you just wanted a break from strategy, and for one-offs. Now [U]that[/U] might be worthy of the title 4e, if they did it right. [/QUOTE]
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