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Some Thoughts on 4e
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<blockquote data-quote="KarinsDad" data-source="post: 4502401" data-attributes="member: 2011"><p>This is our group's take as well. We have a few players that are vastly disappointed in the sameness of combat from one encounter to the next.</p><p></p><p>Some, so much that they want to play different game systems.</p><p></p><p></p><p></p><p>We are toying with similar thoughts.</p><p></p><p>We are considering how we can change rituals so that some of the less powerful ones can be cast in combat.</p><p></p><p>I'm a Wizard. My Rogue friend has fallen unconscious. I want to cast Tenser's Floating Disk to pull him away from combat. I cannot.</p><p></p><p>Additionally, the only Ritual our group uses on a consistent basis is Enchant Magic Item. There just seems to be something inherently wrong with spending money to cast Hand of Fate or Phantom Steed or Tenser's Floating Disk or many others. These should be spells, not rituals. They do not bring people back from the dead, they do relatively minor magic.</p><p></p><p></p><p>The bottom line is that magic is now mostly about damaging foes and healing. There is very little in combat utility magic. There is very little in combat defensive magic.</p><p></p><p>And, most of the in combat magic lasts a round or so.</p><p></p><p>And, most magic is barely distinguishable from Martial powers.</p><p></p><p>Magic is no longer special and most of the fun magic is gone or nerfed to the point of limited utility.</p><p></p><p>There is very little long duration magic anymore either.</p><p></p><p>Most of the game is really about combat now.</p><p></p><p>Sure, one can find an exception here or there. But, PCs can no longer Fly over a mountain, PCs can no longer sneak through a town Invisible, magic is no longer special, unique, and with a reasonable duration. It's mundane and pedestrian.</p><p></p><p>Practically every foe now has one or more powers that are more or less indistinguisable from magic.</p><p></p><p>Magic used to be the factor that made PCs special and it itself was special. It's not anymore.</p></blockquote><p></p>
[QUOTE="KarinsDad, post: 4502401, member: 2011"] This is our group's take as well. We have a few players that are vastly disappointed in the sameness of combat from one encounter to the next. Some, so much that they want to play different game systems. We are toying with similar thoughts. We are considering how we can change rituals so that some of the less powerful ones can be cast in combat. I'm a Wizard. My Rogue friend has fallen unconscious. I want to cast Tenser's Floating Disk to pull him away from combat. I cannot. Additionally, the only Ritual our group uses on a consistent basis is Enchant Magic Item. There just seems to be something inherently wrong with spending money to cast Hand of Fate or Phantom Steed or Tenser's Floating Disk or many others. These should be spells, not rituals. They do not bring people back from the dead, they do relatively minor magic. The bottom line is that magic is now mostly about damaging foes and healing. There is very little in combat utility magic. There is very little in combat defensive magic. And, most of the in combat magic lasts a round or so. And, most magic is barely distinguishable from Martial powers. Magic is no longer special and most of the fun magic is gone or nerfed to the point of limited utility. There is very little long duration magic anymore either. Most of the game is really about combat now. Sure, one can find an exception here or there. But, PCs can no longer Fly over a mountain, PCs can no longer sneak through a town Invisible, magic is no longer special, unique, and with a reasonable duration. It's mundane and pedestrian. Practically every foe now has one or more powers that are more or less indistinguisable from magic. Magic used to be the factor that made PCs special and it itself was special. It's not anymore. [/QUOTE]
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