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Spell Hatred & 4e: A question !
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<blockquote data-quote="delericho" data-source="post: 4142128" data-attributes="member: 22424"><p>I'm inclined to agree with Monte Cook: 3e spellcasters (particularly Clerics) get <em>precisely</em> the wrong number of spells.</p><p></p><p>If primary spellcasters got fewer spells, then they would be forced to conserve them far more than is currently the case. There would be more place for the Rogue in high-level games, because the <em>find traps</em> spell is a very limited commodity. Clerics really wouldn't be able to apply a dozen buffs to each party member, because he'd have to be sure to keep back a few spells in case a <em>cure critical wounds</em> spell suddenly became necessary. Of course, the down-side to this approach is that a spellcaster without spells is rather dull, and especially harsh on the Wizard, who can't even serve as a credible backup melee character.</p><p></p><p>As things stand, however, casters are encouraged to blow through a significant number of their spells buffing the party, keeping back just a few good ones for one or two encounters. They then nova during those encounters, burning through almost their entire reserves, and then force a rest break since it would be madness to proceed in such a weakened state (not to mention no fun for a spell-less caster). The use of <em>rope trick</em> and the like go a long way to removing the risk of a broken rest, as does pointing out to the DM that they're <em>not</em> going to proceed without recovering their resources, so any encounter to prevent them from regaining spells, or to further drain the party, will just slow the game further - they'll just rest further, until they <em>do</em> recover those spells.</p><p></p><p>If the primary spellcasters got more (probably many more, or at-will) spells, then the problems with the "15 minute adventuring day" largely disappear. However, this of course gives a massive power-boost to casters, unless the individual spells are heavily nerfed. Which appears to be the way that 4e is going.</p><p></p><p>An alternative fix, I think, would be to give primary spellcasters the same number of spells, but to remove a whole lot of the buff and 'utility' spells from their lists. Similarly, get rid of <em>rope trick</em> and similar spells, so that undisturbed rest is harder to come by, and also limit the extent to which characters can recover in mid-adventure in any case. (For example, one could rule that the highest-level spells are not recovered after 8 hours rest, but rather require several days of inactivity to recover, essentially making them per-adventure resources.)</p></blockquote><p></p>
[QUOTE="delericho, post: 4142128, member: 22424"] I'm inclined to agree with Monte Cook: 3e spellcasters (particularly Clerics) get [i]precisely[/i] the wrong number of spells. If primary spellcasters got fewer spells, then they would be forced to conserve them far more than is currently the case. There would be more place for the Rogue in high-level games, because the [i]find traps[/i] spell is a very limited commodity. Clerics really wouldn't be able to apply a dozen buffs to each party member, because he'd have to be sure to keep back a few spells in case a [i]cure critical wounds[/i] spell suddenly became necessary. Of course, the down-side to this approach is that a spellcaster without spells is rather dull, and especially harsh on the Wizard, who can't even serve as a credible backup melee character. As things stand, however, casters are encouraged to blow through a significant number of their spells buffing the party, keeping back just a few good ones for one or two encounters. They then nova during those encounters, burning through almost their entire reserves, and then force a rest break since it would be madness to proceed in such a weakened state (not to mention no fun for a spell-less caster). The use of [i]rope trick[/i] and the like go a long way to removing the risk of a broken rest, as does pointing out to the DM that they're [i]not[/i] going to proceed without recovering their resources, so any encounter to prevent them from regaining spells, or to further drain the party, will just slow the game further - they'll just rest further, until they [i]do[/i] recover those spells. If the primary spellcasters got more (probably many more, or at-will) spells, then the problems with the "15 minute adventuring day" largely disappear. However, this of course gives a massive power-boost to casters, unless the individual spells are heavily nerfed. Which appears to be the way that 4e is going. An alternative fix, I think, would be to give primary spellcasters the same number of spells, but to remove a whole lot of the buff and 'utility' spells from their lists. Similarly, get rid of [i]rope trick[/i] and similar spells, so that undisturbed rest is harder to come by, and also limit the extent to which characters can recover in mid-adventure in any case. (For example, one could rule that the highest-level spells are not recovered after 8 hours rest, but rather require several days of inactivity to recover, essentially making them per-adventure resources.) [/QUOTE]
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