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New Design: Wizards...
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<blockquote data-quote="JoelF" data-source="post: 3780379" data-attributes="member: 8829"><p>I liked the new article a lot more than the first version. Not only did they ditch the crazy image of the wizard desperatly trying to get to the right page in the Tome mid battle "please stop swinging your club at me, Ogre, while I try to get to the page on burning hands", but I think three is a lot more manageable, with one being a specialty, instead of wizards trying to juggle 2 or more of the four in any given fight. I also like the re-structuring of the effects of the wand, I couldn't get over that it was good at blasting far away but also really useful for target: personal spells.</p><p></p><p>As for the discipline names, I don't mind them, or love them. I think it's fine to call them something like that instead of just saying Evocation specialists, and by having them be tied to specific magical traditions (and possibly talent trees) it leaves the door wide open for new disciplines with new names and game effects to fit your campaign world (and D&D Insider content.)</p><p></p><p>Overall I felt that the system described originally was too clunky, and the new version seems a lot more streamlined.</p></blockquote><p></p>
[QUOTE="JoelF, post: 3780379, member: 8829"] I liked the new article a lot more than the first version. Not only did they ditch the crazy image of the wizard desperatly trying to get to the right page in the Tome mid battle "please stop swinging your club at me, Ogre, while I try to get to the page on burning hands", but I think three is a lot more manageable, with one being a specialty, instead of wizards trying to juggle 2 or more of the four in any given fight. I also like the re-structuring of the effects of the wand, I couldn't get over that it was good at blasting far away but also really useful for target: personal spells. As for the discipline names, I don't mind them, or love them. I think it's fine to call them something like that instead of just saying Evocation specialists, and by having them be tied to specific magical traditions (and possibly talent trees) it leaves the door wide open for new disciplines with new names and game effects to fit your campaign world (and D&D Insider content.) Overall I felt that the system described originally was too clunky, and the new version seems a lot more streamlined. [/QUOTE]
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