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Revised 4E Wizard Class with Freeform Spellcasting System
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<blockquote data-quote="AbdulAlhazred" data-source="post: 7440786" data-attributes="member: 82106"><p>Honestly, I think it would be interesting to hear someone like [MENTION=12749]MwaO[/MENTION] who's got a really good handle on powers and tactics and the subtle trade-offs between different things. There's a LOT MORE GOING ON with 4e powers, particularly wizard ones in PHB1, than you seem to believe.</p><p></p><p>The differences between powers can be quite signficant even for subtle variations. Much of 4e tactics is based on this. For instance you called Thunderwave "overpowered", but you are INCORRECT. Its a good power, but close blast 3 is a very tough thing to use consistently in tactical situations with the rest of the party to consider (you will QUITE often end up hitting at least one ally with it). This reduces the power's potency considerably and puts it on a par with others. Also push CAN be a useful effect, but it can also be utterly worthless much of the time. Similar analysis can be done with other powers, and really only extensive testing and analysis can tease these things out. </p><p></p><p>Yes, you can add rules to include the effects I noted as missing, but I assure you that the addition of more such, as well as '0 die cost' minor effects, more save options, sustain options, etc. will cost you considerable page count. This is because these things can and will interact, in ways you are not predicting, which will require additional rules to try to handle [MENTION=12749]MwaO[/MENTION] pointed out 2 in your existing implementation, but the numbers will increase GEOMETRICALLY with more options). </p><p></p><p>I am not even attempting to get into entire ranges of wizard powers you haven't addressed at all, such as summons, a wide variety of different types of conjurations, powers with movement effects and secondary effects, etc. And what about other options, such as miss effects, outright effects that aren't related to hitting or missing, etc. etc. etc.</p><p></p><p>Just as examples from the Wizard list in PHB1:</p><p>Bigby's Grasping Hands</p><p>Frostburn</p><p>Lightning bolt</p><p>Otiluke's Resilient Sphere</p><p>Prismatic Beams</p><p>Crushing Titan's Fist</p><p>Ice Tomb</p><p>Evard's Black Tentacles</p><p>Chain Lightning</p><p>Acid Storm</p><p>Elemental Maw</p><p>Maze</p><p>Prismatic Spray</p><p>Confusion</p><p>Forcecage</p><p>Legion's Hold</p><p></p><p>These are ALL powers which would require additional effects to emulate in any close way at all. Obviously you can just leave wizards with mostly straight up blasting damage as their option, but how then would you distinguish them from Sorcerers?</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 7440786, member: 82106"] Honestly, I think it would be interesting to hear someone like [MENTION=12749]MwaO[/MENTION] who's got a really good handle on powers and tactics and the subtle trade-offs between different things. There's a LOT MORE GOING ON with 4e powers, particularly wizard ones in PHB1, than you seem to believe. The differences between powers can be quite signficant even for subtle variations. Much of 4e tactics is based on this. For instance you called Thunderwave "overpowered", but you are INCORRECT. Its a good power, but close blast 3 is a very tough thing to use consistently in tactical situations with the rest of the party to consider (you will QUITE often end up hitting at least one ally with it). This reduces the power's potency considerably and puts it on a par with others. Also push CAN be a useful effect, but it can also be utterly worthless much of the time. Similar analysis can be done with other powers, and really only extensive testing and analysis can tease these things out. Yes, you can add rules to include the effects I noted as missing, but I assure you that the addition of more such, as well as '0 die cost' minor effects, more save options, sustain options, etc. will cost you considerable page count. This is because these things can and will interact, in ways you are not predicting, which will require additional rules to try to handle [MENTION=12749]MwaO[/MENTION] pointed out 2 in your existing implementation, but the numbers will increase GEOMETRICALLY with more options). I am not even attempting to get into entire ranges of wizard powers you haven't addressed at all, such as summons, a wide variety of different types of conjurations, powers with movement effects and secondary effects, etc. And what about other options, such as miss effects, outright effects that aren't related to hitting or missing, etc. etc. etc. Just as examples from the Wizard list in PHB1: Bigby's Grasping Hands Frostburn Lightning bolt Otiluke's Resilient Sphere Prismatic Beams Crushing Titan's Fist Ice Tomb Evard's Black Tentacles Chain Lightning Acid Storm Elemental Maw Maze Prismatic Spray Confusion Forcecage Legion's Hold These are ALL powers which would require additional effects to emulate in any close way at all. Obviously you can just leave wizards with mostly straight up blasting damage as their option, but how then would you distinguish them from Sorcerers? [/QUOTE]
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