Stacie GmrGrl
Adventurer
I'm as anti-Vancian magic system as they come... it's lame, boring, restrictive, and just Not fun at all to me. I think it's a retarded spell system IMO.
That said... if they came up with different magic systems for each of those spellcasting classes, I'd be like... now thats awesome.
I just see things differently than most I guess. One... from the very, very beginning WotC said the Wizard would be, at it's core, a Vancian spellcasting class. Me, I don't like that, but I'm not them designing it. Two...we do have three different arcane spellcasting systems to try out. This is cool. This is variety. This is fun.
It's just WAY way way to early in a two year plus process to be declaring the sky is falling and that they are not delivering on their goals... it's just too early.
And if they went back to the beginning of the design process and started over after every playtest packet then this will take much longer than two years... which I am not really opposed to IMO.
Me, I want fluff in my classes...I want a fun game.
However, one of the biggest problemsin this entire design process is twofold... them trying to please people of all editions and making different game mechanics that come from all previous editions and also us players who are so rigidly holding onto some ideal playstyle or what each of us "thinks" is the one right way to play, from what we think it should be from our favorite Edition and all that hoopla and nitpicking to death these playtest packets not to test the actual mechanics, which isn't what most are doing, but because we are just reading things and going, "This isn't like my favorite Edition."
I guess I might have a different take... I see the Modularity, to an extent already. Sure it's not perfect, but no game is.
Now... where they are failing is them holding onto the rigidity of the "Must have all classes from all previous PHB1s in the history of D&D." If you expect them to have a Wizard, Sorcerer and Warlock and NOT have different, in class ways of casting magic and different fluff then I don't know what to say but you will be disappointed.
Here is what they should have done...
In designing a game with Modularity as a focus, every major element has to be seen as Optional. Races, Classes, Feats, Skills, Backgrounds, Specialties, Magic (and different magic systems), etc. All must be Modular and Optional facets of the game so DMs can say... we will be using Races, Backgrounds, and Magic and That's it whereas another could go the whole shebang if they want to.
~ this means they would need a classless option as well to be as Modular as they want to be,, or say, and this is one area they don't want to go.
That said... if they came up with different magic systems for each of those spellcasting classes, I'd be like... now thats awesome.
I just see things differently than most I guess. One... from the very, very beginning WotC said the Wizard would be, at it's core, a Vancian spellcasting class. Me, I don't like that, but I'm not them designing it. Two...we do have three different arcane spellcasting systems to try out. This is cool. This is variety. This is fun.
It's just WAY way way to early in a two year plus process to be declaring the sky is falling and that they are not delivering on their goals... it's just too early.
And if they went back to the beginning of the design process and started over after every playtest packet then this will take much longer than two years... which I am not really opposed to IMO.
Me, I want fluff in my classes...I want a fun game.
However, one of the biggest problemsin this entire design process is twofold... them trying to please people of all editions and making different game mechanics that come from all previous editions and also us players who are so rigidly holding onto some ideal playstyle or what each of us "thinks" is the one right way to play, from what we think it should be from our favorite Edition and all that hoopla and nitpicking to death these playtest packets not to test the actual mechanics, which isn't what most are doing, but because we are just reading things and going, "This isn't like my favorite Edition."
I guess I might have a different take... I see the Modularity, to an extent already. Sure it's not perfect, but no game is.
Now... where they are failing is them holding onto the rigidity of the "Must have all classes from all previous PHB1s in the history of D&D." If you expect them to have a Wizard, Sorcerer and Warlock and NOT have different, in class ways of casting magic and different fluff then I don't know what to say but you will be disappointed.
Here is what they should have done...
In designing a game with Modularity as a focus, every major element has to be seen as Optional. Races, Classes, Feats, Skills, Backgrounds, Specialties, Magic (and different magic systems), etc. All must be Modular and Optional facets of the game so DMs can say... we will be using Races, Backgrounds, and Magic and That's it whereas another could go the whole shebang if they want to.
~ this means they would need a classless option as well to be as Modular as they want to be,, or say, and this is one area they don't want to go.