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Spellcasters and Balance in 5e: A Poll
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<blockquote data-quote="Undrave" data-source="post: 8316260" data-attributes="member: 7015698"><p>Speaking of this idea, it reminds me of the game <em>Rondo of Swords</em> on the DS. </p><p></p><p>The game is a tactical RPG, in the vein of Fire Emblem and co. But the combat system wasn't the usual "move then attack" thing you see all the time. Moving WAS your attack, essentially. You would chart your units' path and whenever the unit would go through an enemy unit they would attack, and whenever they would pass through an ally unit, that unit could grant them a buff (specific to the unit doing the buffing usually). And enemies can do the same to you so your positioning could be important as you don't want to leave too many units bunched up together. </p><p></p><p>Now, spell casters were also very different in this system and very difficult to use. You needed to cast your spell BEFORE moving, because moving would end your turn. That means you really had to anticipate where enemies and allies would be at the start of your turn. It was TOO hard though because I ended up neglecting my caster unit the whole game and got bit in the rear when the story landed me in a scenario where my main character is abandoned by everyone but a couple of caster unit and I had to learn on a VERY HARD map how to make them work... oops. </p><p></p><p>In any case, I'm not quite advocating for that level of difficulty, but if my 'ready action' casting were implemented, I'd make it impossible to move after you start casting, so you have to think about what could happen between the time you start casting and the time you let your spell loose. That fireball can do a lot of damage, but will it hit enough targets or will they scatter? </p><p></p><p>There would probably still be instant effect. Cantrips, for exemple, should probably still work as they do now since they're not strong enough to justify being hampered that way.</p></blockquote><p></p>
[QUOTE="Undrave, post: 8316260, member: 7015698"] Speaking of this idea, it reminds me of the game [I]Rondo of Swords[/I] on the DS. The game is a tactical RPG, in the vein of Fire Emblem and co. But the combat system wasn't the usual "move then attack" thing you see all the time. Moving WAS your attack, essentially. You would chart your units' path and whenever the unit would go through an enemy unit they would attack, and whenever they would pass through an ally unit, that unit could grant them a buff (specific to the unit doing the buffing usually). And enemies can do the same to you so your positioning could be important as you don't want to leave too many units bunched up together. Now, spell casters were also very different in this system and very difficult to use. You needed to cast your spell BEFORE moving, because moving would end your turn. That means you really had to anticipate where enemies and allies would be at the start of your turn. It was TOO hard though because I ended up neglecting my caster unit the whole game and got bit in the rear when the story landed me in a scenario where my main character is abandoned by everyone but a couple of caster unit and I had to learn on a VERY HARD map how to make them work... oops. In any case, I'm not quite advocating for that level of difficulty, but if my 'ready action' casting were implemented, I'd make it impossible to move after you start casting, so you have to think about what could happen between the time you start casting and the time you let your spell loose. That fireball can do a lot of damage, but will it hit enough targets or will they scatter? There would probably still be instant effect. Cantrips, for exemple, should probably still work as they do now since they're not strong enough to justify being hampered that way. [/QUOTE]
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