KidSnide
Adventurer
One thing that I really like about the new packet (at least on first impression) are the new spell preparation rules.
By forcing characters to pick their spells, you get much of the tactical interest of old-school D&D. The number of spells a character gets to prepare is still fairly limited, so there is a cost to preparing knock (or other utility magic) instead of other spells. Even a scholarly wizard can't prepare enough utility spells to cover the full range of what he would want to have available without seriously limiting his combat options.
Plus, spell preparation doesn't depend quite so much on being able to predict the type of adventure. If your investigation turns combat intensive, a caster can rely on a few combat spells to make it through the adventure. Preparing the right spells is still important, but it's no longer the type of make-or-break decision that would make a group retreat from an adventure because the casters have the wrong spell package prepared. I think this is important if we don't let wizards have it both ways by memorizing combat spells and using scrolls and wands for unlimited on-demand utility spells.
At the same time, these rules don't offend my sense of "how magic works" to the same extent as traditional Vancian magic. A caster can run out of power, but they don't forget how to cast a spell just because the prepared a single copy instead of two. Also, because this system is a sort of middle ground between Vancian and spell point, I think it will be easier for a DM to substitute their preferred mechanic without undue consequences.
But, I don't know, is it too much of a change? Thoughts?
-KS
By forcing characters to pick their spells, you get much of the tactical interest of old-school D&D. The number of spells a character gets to prepare is still fairly limited, so there is a cost to preparing knock (or other utility magic) instead of other spells. Even a scholarly wizard can't prepare enough utility spells to cover the full range of what he would want to have available without seriously limiting his combat options.
Plus, spell preparation doesn't depend quite so much on being able to predict the type of adventure. If your investigation turns combat intensive, a caster can rely on a few combat spells to make it through the adventure. Preparing the right spells is still important, but it's no longer the type of make-or-break decision that would make a group retreat from an adventure because the casters have the wrong spell package prepared. I think this is important if we don't let wizards have it both ways by memorizing combat spells and using scrolls and wands for unlimited on-demand utility spells.
At the same time, these rules don't offend my sense of "how magic works" to the same extent as traditional Vancian magic. A caster can run out of power, but they don't forget how to cast a spell just because the prepared a single copy instead of two. Also, because this system is a sort of middle ground between Vancian and spell point, I think it will be easier for a DM to substitute their preferred mechanic without undue consequences.
But, I don't know, is it too much of a change? Thoughts?
-KS