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*TTRPGs General
Rituals take too long and creative casting is dead
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<blockquote data-quote="pemerton" data-source="post: 4270507" data-attributes="member: 42582"><p>So now we have two choices: radically change the world to accomodate a legacy ruleset in which mages can do everything; or change the ruleset so that it facilitates playing in the sort of world that many players prefer (ie pseudo-medieval in which not every locked door is also trapped or antimagicked). It's not really surprsing that WoTC went the second way, is it?</p><p></p><p></p><p>But if skulking, lockpicking etc only come up on average about two or three times per session of play, then the wizard's spells will do the job.</p><p></p><p>The corollary of this is that, when no wizard or cleric is available, the thief or fighter should be able to fill their shoes. This was obviously not viable in 1st ed AD&D, and I think most would deny that it is viable in 3E either.</p><p></p><p>In any event, it's an odd argument for having a class that is universally good at everything that such a class allows for redundancy of other classes. The logic of this argument is that Divine Power is a game-making spell rather than a game-breaking one.</p></blockquote><p></p>
[QUOTE="pemerton, post: 4270507, member: 42582"] So now we have two choices: radically change the world to accomodate a legacy ruleset in which mages can do everything; or change the ruleset so that it facilitates playing in the sort of world that many players prefer (ie pseudo-medieval in which not every locked door is also trapped or antimagicked). It's not really surprsing that WoTC went the second way, is it? But if skulking, lockpicking etc only come up on average about two or three times per session of play, then the wizard's spells will do the job. The corollary of this is that, when no wizard or cleric is available, the thief or fighter should be able to fill their shoes. This was obviously not viable in 1st ed AD&D, and I think most would deny that it is viable in 3E either. In any event, it's an odd argument for having a class that is universally good at everything that such a class allows for redundancy of other classes. The logic of this argument is that Divine Power is a game-making spell rather than a game-breaking one. [/QUOTE]
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Rituals take too long and creative casting is dead
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