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Monte Cook's Design Thoughts On Spellcasters
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<blockquote data-quote="Jedi_Solo" data-source="post: 3041469" data-attributes="member: 40245"><p>I very much like the idea and I think that this style would even fix what parts of the Warlock I don't like.</p><p></p><p>Having the 'always on' attack will help the wizard alot. The "New Magic Missile" (if you will) will (almost) always give the spellcaster something to do. The fighter, when they run out of other options, can walk up to the bad guy and hit them over the head. The wizard, on the other hand, goes to the back wall and twiddels their thumbs when they run out of other options - or, if the player is prepared, the wizard pulls out a sling or crossbow and sharts hopeing to roll 20s. The Warlock can at least still shoot things and has a chance at hitting them.</p><p></p><p>The problem I have with the Warlock is their other abilities (this isn't quite the tangent it may seem at this point). They seem to be a hodgepodge of Fun Stuff that just doesn't fit together. Flight, See Invisability, Undead Minions and a touch that eats magic. What? While each one is fine by itself, and some pair off okay, what makes someone aquire that set of abilities? How does controling undead fit with eating magic (not life - but magic)? </p><p></p><p>If these were a set of spells; something that would change everyday, it would be okay. The wizard looking into sucking magical energy today for some reason instead of aquiring a new always-on ability that has nothing to do what they could do before. That makes much more sense to me.</p><p></p><p>My question for Monte's design is if he would be thinking about a spell system like we have currently (maybe scaled bakc a bit since they would always have Mage Armor and the New Magic Missle - no reason for those slots) or a system like Tome of Battle (a number of 'spells/abilities' that are usable X number of times per encounter/day/whatever)?</p><p></p><p>Each has it's own pros and cons that I can see. A style similar to the vancian system allows for greater versatility (Wall of Fire one day/a wacked out cold spell the next) but requires a greater knowledge of what is available and a longer setup time to prepare the spell lists. The x/time system would limit the versatility but help the wizard keep a supply of options available for the whole adventure.</p><p></p><p>Maybe there is room for a hybrid of these two styles. Perhaps something like this: The wizard can memorize a certain number of spells per level. Say - four first level spells and two second level spells (arbitrary numbers for purposes of discussion). They can cast 3 first level spells and 1 second level spell per encounter. This would combine the versatility of the Wizard, limit the prep-time and keep the spontinaity of the Sorceror and keep the caster able to do stuff (besides Magic Missle) for the entire day.</p></blockquote><p></p>
[QUOTE="Jedi_Solo, post: 3041469, member: 40245"] I very much like the idea and I think that this style would even fix what parts of the Warlock I don't like. Having the 'always on' attack will help the wizard alot. The "New Magic Missile" (if you will) will (almost) always give the spellcaster something to do. The fighter, when they run out of other options, can walk up to the bad guy and hit them over the head. The wizard, on the other hand, goes to the back wall and twiddels their thumbs when they run out of other options - or, if the player is prepared, the wizard pulls out a sling or crossbow and sharts hopeing to roll 20s. The Warlock can at least still shoot things and has a chance at hitting them. The problem I have with the Warlock is their other abilities (this isn't quite the tangent it may seem at this point). They seem to be a hodgepodge of Fun Stuff that just doesn't fit together. Flight, See Invisability, Undead Minions and a touch that eats magic. What? While each one is fine by itself, and some pair off okay, what makes someone aquire that set of abilities? How does controling undead fit with eating magic (not life - but magic)? If these were a set of spells; something that would change everyday, it would be okay. The wizard looking into sucking magical energy today for some reason instead of aquiring a new always-on ability that has nothing to do what they could do before. That makes much more sense to me. My question for Monte's design is if he would be thinking about a spell system like we have currently (maybe scaled bakc a bit since they would always have Mage Armor and the New Magic Missle - no reason for those slots) or a system like Tome of Battle (a number of 'spells/abilities' that are usable X number of times per encounter/day/whatever)? Each has it's own pros and cons that I can see. A style similar to the vancian system allows for greater versatility (Wall of Fire one day/a wacked out cold spell the next) but requires a greater knowledge of what is available and a longer setup time to prepare the spell lists. The x/time system would limit the versatility but help the wizard keep a supply of options available for the whole adventure. Maybe there is room for a hybrid of these two styles. Perhaps something like this: The wizard can memorize a certain number of spells per level. Say - four first level spells and two second level spells (arbitrary numbers for purposes of discussion). They can cast 3 first level spells and 1 second level spell per encounter. This would combine the versatility of the Wizard, limit the prep-time and keep the spontinaity of the Sorceror and keep the caster able to do stuff (besides Magic Missle) for the entire day. [/QUOTE]
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