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New Design: Wizards...
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<blockquote data-quote="Mallus" data-source="post: 3778834" data-attributes="member: 3887"><p>Different play styles are all well and good, but what you're calling 'restraint' has the unintended effect of screwing up the balance between character classes. Balance in 3.5 assumes everyone has access to magical tools (largely because the magic item system is a point-buy super powers system in disguise). 'Restraint' w/magic items also makes the already unreliable CR system even more, well, useless.</p><p></p><p>edit: Prior editions of D&D (all of them, really) only supported low-magic play at lower levels. Past mid-level, magic items became common. Past upper mid-levels, items decorated PC's like ornaments on a Christmas tree. Kinda like the current edition, when you think about it.</p><p></p><p>And now, back on topic: I didn't see a change like this coming, but I like the sound of it. Looks like a neat way of marring game mechanics to a heretofore largely absent attempt at giving D&D a traditional wizardly flavor.</p></blockquote><p></p>
[QUOTE="Mallus, post: 3778834, member: 3887"] Different play styles are all well and good, but what you're calling 'restraint' has the unintended effect of screwing up the balance between character classes. Balance in 3.5 assumes everyone has access to magical tools (largely because the magic item system is a point-buy super powers system in disguise). 'Restraint' w/magic items also makes the already unreliable CR system even more, well, useless. edit: Prior editions of D&D (all of them, really) only supported low-magic play at lower levels. Past mid-level, magic items became common. Past upper mid-levels, items decorated PC's like ornaments on a Christmas tree. Kinda like the current edition, when you think about it. And now, back on topic: I didn't see a change like this coming, but I like the sound of it. Looks like a neat way of marring game mechanics to a heretofore largely absent attempt at giving D&D a traditional wizardly flavor. [/QUOTE]
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