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Revised 4E Wizard Class with Freeform Spellcasting System
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<blockquote data-quote="AbdulAlhazred" data-source="post: 7434631" data-attributes="member: 82106"><p>No, but I remember all sorts of silly things, like there were certain effects which were too cheap, or synergized well with other things. Then there were the limitations. I remember I made a 'wizard' as a super hero one time, and ALL of his power was put into his staff, which since it was, theoretically at least, something he could lose he gained a HUGE cut in the cost of his powers, even though it made virtually no difference in practice. Once or twice there was a "you lost your stuff" scenario. Nobody ever managed to TAKE his staff in play, The Wizard totally kicked ass. </p><p></p><p>I think the other amusing hack I made was 'Mold Man', who had some silly disadvantages like he was weakened in sunlight and some other thing which I forget. Again, he just gained a lot of extra stuff, and I also hit on the scheme of making a lot of his powers be kind of back door effects, like making his opponents dizzy or fall asleep or see things vs doing a lot of outright damage. </p><p></p><p>Its certainly possible to develop a system that is workable, IF the GM is empowered to police it. The real problem with 4e is how hard this goes against some of the other precepts of the game. When the players are given most of the power, then they need HARD rules on what they can do with it.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 7434631, member: 82106"] No, but I remember all sorts of silly things, like there were certain effects which were too cheap, or synergized well with other things. Then there were the limitations. I remember I made a 'wizard' as a super hero one time, and ALL of his power was put into his staff, which since it was, theoretically at least, something he could lose he gained a HUGE cut in the cost of his powers, even though it made virtually no difference in practice. Once or twice there was a "you lost your stuff" scenario. Nobody ever managed to TAKE his staff in play, The Wizard totally kicked ass. I think the other amusing hack I made was 'Mold Man', who had some silly disadvantages like he was weakened in sunlight and some other thing which I forget. Again, he just gained a lot of extra stuff, and I also hit on the scheme of making a lot of his powers be kind of back door effects, like making his opponents dizzy or fall asleep or see things vs doing a lot of outright damage. Its certainly possible to develop a system that is workable, IF the GM is empowered to police it. The real problem with 4e is how hard this goes against some of the other precepts of the game. When the players are given most of the power, then they need HARD rules on what they can do with it. [/QUOTE]
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