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Non-Vancian Wizards and Casting Mechanics as a "Hook"
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<blockquote data-quote="Kavon" data-source="post: 5958071" data-attributes="member: 9822"><p>I'll agree that there's a difference between the two outlooks, but I think both are unreasonable.</p><p>You see, the way you put it, it assumes they have put in a certain amount of time in mind for the entire process, and they would have to take design time away from something else to make this work.</p><p>At the end of the day, this is simply not true. It's in the early stages of developement, and they can make it work. The only real reason they would not do this is because it's the easy way out.</p><p>If they don't, like their direction seems to be at this point, they're stepping back from their professed modular approach, and I'm worried for what this will mean for the rest of the game.</p><p></p><p></p><p>If you can swap out the class' class abilities and spell lists to use the other class' spellcasting system in a balanced way, you effectiveley have the exact same thing I want.</p><p>It's the balancing act of comparing each class' class features and spell selection compared to how they can cast their spells, and adapting these to suit.</p><p>It just depend on where you put the focus - what's more important? The class, or the casting system?</p><p>The way I put it, the class is special, with the casting system being secondary. The other way, it's mostly about the casting system, with the class tacked on.</p><p></p><p>Also, if they tie all casting systems to a class, if they were to think up a new way, they would have to create a new class each time, instead of just making the new spellcasting system which every other spellcasting class will be able to use.</p></blockquote><p></p>
[QUOTE="Kavon, post: 5958071, member: 9822"] I'll agree that there's a difference between the two outlooks, but I think both are unreasonable. You see, the way you put it, it assumes they have put in a certain amount of time in mind for the entire process, and they would have to take design time away from something else to make this work. At the end of the day, this is simply not true. It's in the early stages of developement, and they can make it work. The only real reason they would not do this is because it's the easy way out. If they don't, like their direction seems to be at this point, they're stepping back from their professed modular approach, and I'm worried for what this will mean for the rest of the game. If you can swap out the class' class abilities and spell lists to use the other class' spellcasting system in a balanced way, you effectiveley have the exact same thing I want. It's the balancing act of comparing each class' class features and spell selection compared to how they can cast their spells, and adapting these to suit. It just depend on where you put the focus - what's more important? The class, or the casting system? The way I put it, the class is special, with the casting system being secondary. The other way, it's mostly about the casting system, with the class tacked on. Also, if they tie all casting systems to a class, if they were to think up a new way, they would have to create a new class each time, instead of just making the new spellcasting system which every other spellcasting class will be able to use. [/QUOTE]
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Non-Vancian Wizards and Casting Mechanics as a "Hook"
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