Upper_Krust
Legend
Hey Keenberg! 

I was actually talking about designers not players (I should have specified).
How many powers in the PHB are virtually the same but higher level? Or with a minor tweak. Each new power in the PHB is an extra 10 lines of space.
I haven't read supplementary 4E Wizard books but how many "new" powers are just old powers given a minor facelift.
I remember when 4E came out people thought the At-Will/Encounter/Daily paradigm was more complicated. But once they familiarised themselves with it, the system became second nature.
Thanks for the wonderful compliment.
Incidently, I am thinking that I'll change the second draft as follows:
Wizard knows all Energy Types = d4 damage
4 Energy Types = d6 damage
2 Energy Types = d8 damage
1 Energy Type = d10 damage
No. Thats how it should work, you want Wizard players to "feel" like they are a wizard by using their intelligence to shape the spells to best suit the circumstances. You can just (be lazy and) pick energy type + condition + delivery system and cast the spell, or you can play it smart tailor your spell to the situation. Its such a rewarding mechanic.
So you are saying a particular player might make a note of their favourite combinations...writing them down in a (spell) book perhaps...?
I mean can it get any more perfect!
The great thing about this approach is that even if you find a favourite spell to cast (Hey it worked for Bigby!). Your favourite At-Will won't be the same as Encounter or Daily. Plus once the number of dice increases (as you level up) you'll want to experiment again.
Again though, lets say a player finds a spell attack they like to use and they use it most of the time...how is that any different than 4E already with its limited options? Plus, no single spell will be the best option in every circumstance, but, unlike the official wizard class, this freeform spellcasting system gives you the option to not only change on the fly, but also actually rewards a player for using their intelligence.
Imagine that! People who want to play a wizard are rewarded by the mechanics of the game for being smart!
Agreed. The system is about as simple as you'd want spellcaster to be.

Keenberg said:I like that itemized lists of benefits. I hadn't realized some of them with the first reading.

Well... depends on the player. I would expect the very nature of the system to foster creativity. However, some might still get stuck in a rut, find one thing they like and use it repeatedly, or be lazy.
I was actually talking about designers not players (I should have specified).
How many powers in the PHB are virtually the same but higher level? Or with a minor tweak. Each new power in the PHB is an extra 10 lines of space.
I haven't read supplementary 4E Wizard books but how many "new" powers are just old powers given a minor facelift.
I'm still seeing this one more complicated than the 4e system.
I remember when 4E came out people thought the At-Will/Encounter/Daily paradigm was more complicated. But once they familiarised themselves with it, the system became second nature.
4e: Pick a new spell when I level up. No more thought except in battles when I pick and choose what to pew-pew, and the mechanics of the spell are right there. (Let me say that the restrictions of this system next to yours are starting to feel disgusting!)
Thanks for the wonderful compliment.

Revised: Okay... time to pew-pew... What energy type? Well, are there energy resistances? Glad I can choose! Okay, let's use thunder. Do I want a condition? Well the fighter is up there so lets give him some help and knock the beast prone... but now I'm not doing damage? Well, it looks like if I send it as a ray, I can get the damage dice back!
Incidently, I am thinking that I'll change the second draft as follows:
Wizard knows all Energy Types = d4 damage
4 Energy Types = d6 damage
2 Energy Types = d8 damage
1 Energy Type = d10 damage
(Did I just find a way to subvert the mechanics?)
No. Thats how it should work, you want Wizard players to "feel" like they are a wizard by using their intelligence to shape the spells to best suit the circumstances. You can just (be lazy and) pick energy type + condition + delivery system and cast the spell, or you can play it smart tailor your spell to the situation. Its such a rewarding mechanic.
I'm gonna make myself a note for this combination, seems powerful, and I may want to use it again...
So you are saying a particular player might make a note of their favourite combinations...writing them down in a (spell) book perhaps...?
I mean can it get any more perfect!

Cool, and not cool IMO, like I was talking about in point 7.
The great thing about this approach is that even if you find a favourite spell to cast (Hey it worked for Bigby!). Your favourite At-Will won't be the same as Encounter or Daily. Plus once the number of dice increases (as you level up) you'll want to experiment again.
Repeat every round. So coo because of the inherent creativity and the tangible feel of spell-casting, but when you factor in the organic nature of battle mechanics, I can imagine times when thinking of the most strategic use of spells would slow things down, complicating the fight rather than simplifying it.
Again though, lets say a player finds a spell attack they like to use and they use it most of the time...how is that any different than 4E already with its limited options? Plus, no single spell will be the best option in every circumstance, but, unlike the official wizard class, this freeform spellcasting system gives you the option to not only change on the fly, but also actually rewards a player for using their intelligence.
Imagine that! People who want to play a wizard are rewarded by the mechanics of the game for being smart!

I'm not concerned in the slightest about this point. MU classes have always seemed to me to be a little bit more complicated than non-MUs, and a bit better suited for experienced players or serious players.
Agreed. The system is about as simple as you'd want spellcaster to be.