caudor said:I must be easy to please. I've yet to come across something in 4e that I do not like. I'm very excited about this release.
Remember, these 3 core books will be the first of many rule sources. Psionics will surely return (in some cool 4e way), more classes will come, more options will come.
Maybe I'm too easy to please, but I'm happy just the same.![]()
Heselbine said:Anyone ever really get to grips with the grappling rules in 3e? I mean, really?
Sashi said:You mean the list of "1001 things spellcasters can do that nobody else can"? This had to go.
(It seems strange to me that you're complaining about the lack of options the Wizard has and then complaining that he can't just repeat the same one over and over)
You're actually upset that non-wizards are horning in on the "I get to kill stuff with my cool ability" market, aren't you?
4E definitely reduced the complexity of the game, this is true. But for me it's like how Tangrams are less complex than a Jigsaw puzzle. For you, it appears that the reduction is more akin to how Tic Tac Toe is is less complex than Chess.
I'm not going to disagree with you that the game is now simpler, but I'm going to disagree that the game being simpler is calamitous and/or wrong.
How is it creative to say "hmm, we appear to need spell ___, which I happen to have"? I think it's far more creative to do lots of things with a limited toolset. As other people have said, "being creative" with spells usually means "breaking the game" (i.e. "can I cast light on his eyes? Will that blind him?" "I summon ten gallons of water into his small intestine, bursting it and killing him", both incredible game-braking maneuvers attempted with cantrips). Uses of spells that don't break the game are when you use the spell to do something it was designed to to. The real skill is in figuring out that digging the hole will bypass the trap, not in casting the spell that digs the hole.Metus said:Wizards were my most favorite class, for sure. And, let me say right now that wizards were unbalanced as far as other classes go. I didn't care for that, and ideally I would want that resolved.
The reason I liked Wizards, however, was the vast (almost overwhelming) sense of options I was given, in the form of spells. It let me think and get creative with what I would use; it gave me options.
So you want to be creative ... but you don't want to be creative? Or you want to be MacGyver the Wizard "I just happen to have a spell of paralyzing white dragon zombies right here!"In 4th edition, the thinking and creativity is still there, but solely in the form of tactics and how you use your handful of powers. Formerly, it felt like I had a wide range of tools to choose from. Now, it feels like I have one tool and I have to be inventive in its use. I don't like that.
This just ... doesn't work. One of the fundamental reasons behind Wizards being so powerful in 3E is that they got a million and one options for what they could do (even the books on alternative magic systems included spells!). You're also attempting to balance 1000 different options multiplied by every class made, and asking players to learn a completely different system for every class made.As I mentioned in the beginning of this post, instead of limiting everyone's options and forcing more usage out of the options that are available, I prefer having thousands of options, ideally ones that are unique to every class. In 3rd edition that was the purview of the wizard, which is why I liked the wizard.
Alright, then. But please recognize that the game has a fundamentally different design goal than what you want. It's like saying "boy, this chocolate cake sure is disappointing" while eating a bagel.Keep in mind that while I do agree and will state that the game is less complex, I by no means claim that 4th edition is somehow factually wrong. Definitely wrong for me, which is why I'm unimpressed and uninspired, but I'm not giving it a general, "This game is wrong for everyone."
I don't have the books yet, and I'd like a little check on the numbers. It's my understanding that a starting wizard in 4e has (after character creation is complete) 5 spells to choose from, plus cantrips.(2 at-wills, 1 encounter, 2 dailies).Metus said:The reason I liked Wizards, however, was the vast (almost overwhelming) sense of options I was given, in the form of spells. It let me think and get creative with what I would use; it gave me options.
In 4th edition, the thinking and creativity is still there, but solely in the form of tactics and how you use your handful of powers. Formerly, it felt like I had a wide range of tools to choose from. Now, it feels like I have one tool and I have to be inventive in its use. I don't like that.
theNater said:I don't have the books yet, and I'd like a little check on the numbers. It's my understanding that a starting wizard in 4e has (after character creation is complete) 5 spells to choose from, plus cantrips.(2 at-wills, 1 encounter, 2 dailies).
According to the 3.5 PHB, a wizard has (after character creation) 3+int modifier spells to choose from, plus cantrips. That's usually 6-8 spells.
Are my numbers right? If so, is the difference really that significant? Especially when you remember that the 4e wizard gets to use four of those during the day, many of them several times, while the 3e gets to use at most 3 total spells a day?
For someone who has the information, how many spells does a 4e wizard know at 20th level, to compare to the 44-46 spells a 3e wizard learns due to being a wizard?(I'm not counting spells purchased with money or found as treasure, under the assumption that rituals will provide the 4e wizards with additional options purchasable with money or findable as treasure).