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My wishes for 6e: less dark vision and spellcasting classes
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<blockquote data-quote="James Gasik" data-source="post: 8579587" data-attributes="member: 6877472"><p>When Wizards were brought down to "normal" in 4e, there was tons of backlash that they didn't "feel like Wizards", even with Ritual casting and the Spellbook feature that no other Class had. What consistently strikes me as odd in discussions about powering down the Wizard, is that many of the same people who don't want the Fighter to change, are the same people who don't want the Wizard to change! It's like, can't you see the problem of a game that has "Badass Normal Fighters" and "Godlike Magical Wizards" on the same team?</p><p></p><p>It's like having Batman and Superman on the Justice League- sure, you can tell great stories about them, but so many things have to happen for it to work. Actually, scratch that, we know what it's really like. </p><p></p><p> [MEDIA=youtube]zFuMpYTyRjw[/MEDIA]</p><p></p><p>My personal solution to Wizards comes from the old Cormanthor: Empire of Elves. There, it introduced a new approach to specialist Wizards the ancient Elves had developed, the Dualist. Instead of seeing the various schools of magic as opposed to one another, they saw them as two sides of the same coin. A Dualist specialized in two, normally opposed schools of magic (like, say, Invocation/Evocation and Enchantment), and could cast NOTHING ELSE. This has the effect that, if something is immune to say, Enchantment spells, you can still light them up with magical energies.</p></blockquote><p></p>
[QUOTE="James Gasik, post: 8579587, member: 6877472"] When Wizards were brought down to "normal" in 4e, there was tons of backlash that they didn't "feel like Wizards", even with Ritual casting and the Spellbook feature that no other Class had. What consistently strikes me as odd in discussions about powering down the Wizard, is that many of the same people who don't want the Fighter to change, are the same people who don't want the Wizard to change! It's like, can't you see the problem of a game that has "Badass Normal Fighters" and "Godlike Magical Wizards" on the same team? It's like having Batman and Superman on the Justice League- sure, you can tell great stories about them, but so many things have to happen for it to work. Actually, scratch that, we know what it's really like. [MEDIA=youtube]zFuMpYTyRjw[/MEDIA] My personal solution to Wizards comes from the old Cormanthor: Empire of Elves. There, it introduced a new approach to specialist Wizards the ancient Elves had developed, the Dualist. Instead of seeing the various schools of magic as opposed to one another, they saw them as two sides of the same coin. A Dualist specialized in two, normally opposed schools of magic (like, say, Invocation/Evocation and Enchantment), and could cast NOTHING ELSE. This has the effect that, if something is immune to say, Enchantment spells, you can still light them up with magical energies. [/QUOTE]
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