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New L&L for 22/1/13 D&D Next goals, part 3
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<blockquote data-quote="Gorgoroth" data-source="post: 6079429" data-attributes="member: 6674889"><p>Disagree wholeheartedly my good sir. The non-damaging utility spells I used in my 5 years playing an AD&D evoker were my most creative D&D years as a player, ever. And that includes roleplaying as well. See, damage spells were basically a death sentence in the realm we were in. Actually magic using in general was. Given these constraints, I found so many ways to influence events outside of pure damage that even as an evoker, I used more walls of X spells than fireballs or lightning bolts, although those were certainly punctuation on the cake. I prefer there to be serious in-world consequences to using your volumetric fireball, or aiming and calculating how many feet between you and that wall back there, so your lightning bolt doesn't hit you back but you can maximize the numbers of enemies killed. To this day, aside from Pathfinder, I find AD&D had the coolest spells. Pathfinder nerfed a lot of uber spells, in both duration and effect, but I still managed to have way more fun and creativity with my PF cleric than I did in earlier games and later on as a fighter type. I tend to play fighter types when the magic doesn't feel very special or require much thought to pull off. You have no idea how many times I teleported the entire party across vast distances, including our horses, and having to fly or feather fall us to TP 50 feet in the air so there'd be a 0 chance of us teleporting directly into the ground. Or the one time I shrunk our horses so they could get out of a basement I had TPed us all into (from a dream recollection aided by our psionicist and a magic mirror, to maximize our chances of surviving the TP). </p><p></p><p>A clever DM can find in-game ways to force players to be creative or die. It wasn't a perfect system, but a 5 minute, one pop a day utility spell at level 16 is GARBAGE. I will say it again and again...4e slew wizardry, dead.</p></blockquote><p></p>
[QUOTE="Gorgoroth, post: 6079429, member: 6674889"] Disagree wholeheartedly my good sir. The non-damaging utility spells I used in my 5 years playing an AD&D evoker were my most creative D&D years as a player, ever. And that includes roleplaying as well. See, damage spells were basically a death sentence in the realm we were in. Actually magic using in general was. Given these constraints, I found so many ways to influence events outside of pure damage that even as an evoker, I used more walls of X spells than fireballs or lightning bolts, although those were certainly punctuation on the cake. I prefer there to be serious in-world consequences to using your volumetric fireball, or aiming and calculating how many feet between you and that wall back there, so your lightning bolt doesn't hit you back but you can maximize the numbers of enemies killed. To this day, aside from Pathfinder, I find AD&D had the coolest spells. Pathfinder nerfed a lot of uber spells, in both duration and effect, but I still managed to have way more fun and creativity with my PF cleric than I did in earlier games and later on as a fighter type. I tend to play fighter types when the magic doesn't feel very special or require much thought to pull off. You have no idea how many times I teleported the entire party across vast distances, including our horses, and having to fly or feather fall us to TP 50 feet in the air so there'd be a 0 chance of us teleporting directly into the ground. Or the one time I shrunk our horses so they could get out of a basement I had TPed us all into (from a dream recollection aided by our psionicist and a magic mirror, to maximize our chances of surviving the TP). A clever DM can find in-game ways to force players to be creative or die. It wasn't a perfect system, but a 5 minute, one pop a day utility spell at level 16 is GARBAGE. I will say it again and again...4e slew wizardry, dead. [/QUOTE]
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