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New Design: Wizards...
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<blockquote data-quote="Olthynn" data-source="post: 3780029" data-attributes="member: 55588"><p>I really don't like the revised article. In the original article, the implements seemed to enhance the purpose and the flavor of the magic. The wizard lunges his staff forward, sending out a bolt of electricity destroying everything in its path. Another wizard focuses the power of his orb and projects a spell to entangle a large group of foes. Yet another wizard invokes the ancient lore in his tome to summon forth a remarkable beast of power.</p><p></p><p>In other words, in my opinion the implements made sense with the magic they were being used for and therefore they added to the flavor of the magic.</p><p></p><p>But in the revised article, the implements just seem so arbitrary. The orb can be used for defense and spells of force and thunder? Why? Because it's the tradition of the Iron Sigil? What if I don't have, or want, the Iron Sigil tradition in my game? Sure, I can rename it, but what if I don't have a tradition that combines defense with force and thunder? What if I don't have a tradition that combines frost and acid? </p><p></p><p>In my opinion, it's like they've put the cart before the horse. My impression of the original system was that it allowed individual spellcasters to make their own choices in regards to their suite of spells and then allow them to use implements that would logically enhance those choices. Under that system, magic organizations and traditions may or may not exist depending on a number of factors.</p><p></p><p>But with the revised system, it's like they're working backwards. They're starting with those organizations, and then forcing individual spellcasters to decide on their spells based on those organizations and using implements that have seemingly no connection to those spells other than tradition. Organizations and traditions should be <em>the result </em> of a strong, flexible magic system, not attempting to be the underlying cause of one. To me, that's bad design.</p><p></p><p>Don't get me wrong, this isn't game-breaking or anything. I imagine I'll be able to willfully ignore most of it. But there will always be the thought that the implements now seem to be completely arbitrary (why can a wand channel frost and force but not fire or thunder?) and that they could have been a lot better; in fact, for a few days they were better, in my opinion.</p></blockquote><p></p>
[QUOTE="Olthynn, post: 3780029, member: 55588"] I really don't like the revised article. In the original article, the implements seemed to enhance the purpose and the flavor of the magic. The wizard lunges his staff forward, sending out a bolt of electricity destroying everything in its path. Another wizard focuses the power of his orb and projects a spell to entangle a large group of foes. Yet another wizard invokes the ancient lore in his tome to summon forth a remarkable beast of power. In other words, in my opinion the implements made sense with the magic they were being used for and therefore they added to the flavor of the magic. But in the revised article, the implements just seem so arbitrary. The orb can be used for defense and spells of force and thunder? Why? Because it's the tradition of the Iron Sigil? What if I don't have, or want, the Iron Sigil tradition in my game? Sure, I can rename it, but what if I don't have a tradition that combines defense with force and thunder? What if I don't have a tradition that combines frost and acid? In my opinion, it's like they've put the cart before the horse. My impression of the original system was that it allowed individual spellcasters to make their own choices in regards to their suite of spells and then allow them to use implements that would logically enhance those choices. Under that system, magic organizations and traditions may or may not exist depending on a number of factors. But with the revised system, it's like they're working backwards. They're starting with those organizations, and then forcing individual spellcasters to decide on their spells based on those organizations and using implements that have seemingly no connection to those spells other than tradition. Organizations and traditions should be [I]the result [/I] of a strong, flexible magic system, not attempting to be the underlying cause of one. To me, that's bad design. Don't get me wrong, this isn't game-breaking or anything. I imagine I'll be able to willfully ignore most of it. But there will always be the thought that the implements now seem to be completely arbitrary (why can a wand channel frost and force but not fire or thunder?) and that they could have been a lot better; in fact, for a few days they were better, in my opinion. [/QUOTE]
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