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Revised 4E Wizard Class with Freeform Spellcasting System
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<blockquote data-quote="Saagael" data-source="post: 5787283" data-attributes="member: 84839"><p>As much as this is a cool idea, the only thing I could think of when reading it is why would anyone ever play anything other than a wizard if using this system? Martial characters don't have half as much of this flexibility (though I'm thinking it wouldn't be too hard to make a martial version of this system), and it makes wizards super-powered, even compared to their current status.</p><p></p><p>Who needs a defender when you have 2 wizards who can daze and knock prone in an area burst 1 at level 1? Add in one more who's dedicated to sliding around to group everyone up and you shouldn't even need a dedicated leader. </p><p></p><p>My second concern is that I would hate to have to keep looking this sheet up while in combat. The beauty of the AEDU system is that it takes most of the big choices and places them out of combat. 16 pages of powers becomes 1 page at any given level, and while in combat, there's 4 or 5 powers to choose from (again, at level 1). </p><p></p><p>This system takes all the heavy choices and puts them right in the middle of combat, and feels like it would add a whole heap of slow-down on the wizard's turn. Maybe its 'cause I'm not used to it, that could be the case, but I only see two outcomes: either the wizard takes up extra time on their turn to weigh 10,000 options, or they stick with only a handful of combinations. With the former, combat slows down, and with the later, you've got a hyper-optimized version of the power system.</p><p></p><p>While a great idea (and I want don't want you to think my criticism means I don't like the idea), this version of the system seems to limit power usage to me. There's lots of options, but you end up seeing the damage and status effects instead of the cinematic effect of using powers. In the right hands it'd be a really cool system, but I think most players would fall into the "I do X damage with Y status effect", rather than get creative.</p></blockquote><p></p>
[QUOTE="Saagael, post: 5787283, member: 84839"] As much as this is a cool idea, the only thing I could think of when reading it is why would anyone ever play anything other than a wizard if using this system? Martial characters don't have half as much of this flexibility (though I'm thinking it wouldn't be too hard to make a martial version of this system), and it makes wizards super-powered, even compared to their current status. Who needs a defender when you have 2 wizards who can daze and knock prone in an area burst 1 at level 1? Add in one more who's dedicated to sliding around to group everyone up and you shouldn't even need a dedicated leader. My second concern is that I would hate to have to keep looking this sheet up while in combat. The beauty of the AEDU system is that it takes most of the big choices and places them out of combat. 16 pages of powers becomes 1 page at any given level, and while in combat, there's 4 or 5 powers to choose from (again, at level 1). This system takes all the heavy choices and puts them right in the middle of combat, and feels like it would add a whole heap of slow-down on the wizard's turn. Maybe its 'cause I'm not used to it, that could be the case, but I only see two outcomes: either the wizard takes up extra time on their turn to weigh 10,000 options, or they stick with only a handful of combinations. With the former, combat slows down, and with the later, you've got a hyper-optimized version of the power system. While a great idea (and I want don't want you to think my criticism means I don't like the idea), this version of the system seems to limit power usage to me. There's lots of options, but you end up seeing the damage and status effects instead of the cinematic effect of using powers. In the right hands it'd be a really cool system, but I think most players would fall into the "I do X damage with Y status effect", rather than get creative. [/QUOTE]
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