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Rituals take too long and creative casting is dead
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<blockquote data-quote="Ahglock" data-source="post: 4259836" data-attributes="member: 56725"><p>I do think 10 minutes is way too long, they could of gone with a much shorter cast time ad still had the effect of its only out of combat and it wont help you if you need it now. The main reason I think its too long is that when I visualize someone playing with sand, gesturing, chanting, while hoping on one foot after the 1 minute mark it comes across as a boring visual. sure in the game you hit the fast forward button, but the visual in my head just seems lame to me. 2-3 minutes I'd be sure no problem, 1 minute I'd be cool, 10 minutes snore fest. </p><p></p><p>I would of preferred if they had gone with what was implied before with non-combat slots spells and combat slot spells, with lots of the utility spells like knock being dailys. I think the big problem with 3es magic wasn't the knock spell but with wands. </p><p></p><p> Knock was easily dealt with it required fairly loud chanting making it the equivalent to the fighter kicking the door in or making it a 3rd level spell with silent, and really how many knocks are you going to prep for the day especially in your fireball or slow spell spot. Issues came up when the wizard made a wand of knock and could open doors with a wave of the wand and a single command word.</p><p></p><p> 2e and 1e had the problem that well thieves sucked and even sucked at thieving so magic trumped it hard. Though if people rolled honestly in 1e high level magics were virtually unknown so end game balance was not as bad. 3d6 rolls and need a 18 int to cast 9th level spells pretty much means no 9th level spells. Still overall something needed to be done to adjust the balance of magic to mundane.</p><p></p><p> I think weakening magic was the worse option, they made non-magic better with powers and stuff but they should of gone farther and weakened magic less.</p></blockquote><p></p>
[QUOTE="Ahglock, post: 4259836, member: 56725"] I do think 10 minutes is way too long, they could of gone with a much shorter cast time ad still had the effect of its only out of combat and it wont help you if you need it now. The main reason I think its too long is that when I visualize someone playing with sand, gesturing, chanting, while hoping on one foot after the 1 minute mark it comes across as a boring visual. sure in the game you hit the fast forward button, but the visual in my head just seems lame to me. 2-3 minutes I'd be sure no problem, 1 minute I'd be cool, 10 minutes snore fest. I would of preferred if they had gone with what was implied before with non-combat slots spells and combat slot spells, with lots of the utility spells like knock being dailys. I think the big problem with 3es magic wasn't the knock spell but with wands. Knock was easily dealt with it required fairly loud chanting making it the equivalent to the fighter kicking the door in or making it a 3rd level spell with silent, and really how many knocks are you going to prep for the day especially in your fireball or slow spell spot. Issues came up when the wizard made a wand of knock and could open doors with a wave of the wand and a single command word. 2e and 1e had the problem that well thieves sucked and even sucked at thieving so magic trumped it hard. Though if people rolled honestly in 1e high level magics were virtually unknown so end game balance was not as bad. 3d6 rolls and need a 18 int to cast 9th level spells pretty much means no 9th level spells. Still overall something needed to be done to adjust the balance of magic to mundane. I think weakening magic was the worse option, they made non-magic better with powers and stuff but they should of gone farther and weakened magic less. [/QUOTE]
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Rituals take too long and creative casting is dead
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