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Positive Aspects of 4E
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<blockquote data-quote="kennew142" data-source="post: 3922770" data-attributes="member: 18490"><p>I actually agree with most of what you're saying. I realize that you're engaging in a little creative hyperbole, but to set the record straight:</p><p></p><p>1) Wizards in 3e cannot summon Balors.</p><p>2) Only bards and psions could alter memories in that fashion.</p><p></p><p>Most of the players in our games gave up on summoning, because the monsters are so weak compared to the level at which you can summon them. I play a 17th level cleric with augment summoning who hasn't summoned anything since 10th level because anything he does summon is too weak to last more than a round or two against opponents of our level. I'm not actually arguing in favor of more powerful summoning spells. I'm just sorry to see them go. Mostly I use summoning for bad guys. I expect that in 4e I will just hand wave it. Have the bad guy murmer some words of power and have the monsters appear. So long as I count them into the encounter level, it doesn't matter how they get there.</p><p></p><p>For the record, I fail to see how it is any more silly for a wizard to charm an opponent than to hurl fireballs all day long like Tim the Enchanter. For PCs I would prefer some minor charms along the lines of "These aren't the droids you are looking for," or as simple as fascinating or distracting an opponent.</p><p></p><p>I am all in favor of magical rituals for the BBEG to summon powerful adversaries and allies, or to create powerful and enduring magical effects.</p><p></p><p>I do believe that limiting wizards to one single concept (evoker) is a terrible idea. I also think that requiring a ritual in order to distract an opponent is a little lame.</p><p></p><p>I also mentioned polymorph. This is a very iconic ability for wizards. I understand that some folks abused it and that the rules allowed for it. Since 1980, this has never been a problem in any game I've run. There are numerous fixes that would have solved the problem. In some stories, Wizards must learn each shape individually. In others, wizards can assume animal forms without a problem, but run the risk of losing themselves in the form of a monster or more powerful creature. The best control on abuse is a firm GM. I know this is not an ideal solution, since a rule that is open to abuse will be abused in some games and writing rules that are open to abuse is bad game design.</p></blockquote><p></p>
[QUOTE="kennew142, post: 3922770, member: 18490"] I actually agree with most of what you're saying. I realize that you're engaging in a little creative hyperbole, but to set the record straight: 1) Wizards in 3e cannot summon Balors. 2) Only bards and psions could alter memories in that fashion. Most of the players in our games gave up on summoning, because the monsters are so weak compared to the level at which you can summon them. I play a 17th level cleric with augment summoning who hasn't summoned anything since 10th level because anything he does summon is too weak to last more than a round or two against opponents of our level. I'm not actually arguing in favor of more powerful summoning spells. I'm just sorry to see them go. Mostly I use summoning for bad guys. I expect that in 4e I will just hand wave it. Have the bad guy murmer some words of power and have the monsters appear. So long as I count them into the encounter level, it doesn't matter how they get there. For the record, I fail to see how it is any more silly for a wizard to charm an opponent than to hurl fireballs all day long like Tim the Enchanter. For PCs I would prefer some minor charms along the lines of "These aren't the droids you are looking for," or as simple as fascinating or distracting an opponent. I am all in favor of magical rituals for the BBEG to summon powerful adversaries and allies, or to create powerful and enduring magical effects. I do believe that limiting wizards to one single concept (evoker) is a terrible idea. I also think that requiring a ritual in order to distract an opponent is a little lame. I also mentioned polymorph. This is a very iconic ability for wizards. I understand that some folks abused it and that the rules allowed for it. Since 1980, this has never been a problem in any game I've run. There are numerous fixes that would have solved the problem. In some stories, Wizards must learn each shape individually. In others, wizards can assume animal forms without a problem, but run the risk of losing themselves in the form of a monster or more powerful creature. The best control on abuse is a firm GM. I know this is not an ideal solution, since a rule that is open to abuse will be abused in some games and writing rules that are open to abuse is bad game design. [/QUOTE]
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