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<blockquote data-quote="Crazy Jerome" data-source="post: 5811658" data-attributes="member: 54877"><p>Well, like vegetables, a little bit of those ideas goes a long way. Having tomatoes and green beans and califlower is great. Having a whole lot of only one of them, not so much. Of course, that is at least half the objection to Vancian casting in the first place.</p><p> </p><p>But yeah, I'd like a clsss or two that did true Vancian casting--4 to 6 big gun spells, forced into the mind unwillingly from massive tomes-and then the class is supplemented by having a few other adventuring tricks. And then separate classes that used something more toned down and flexible.</p><p> </p><p>The "problem" with money costs, time costs, and other such things is that in a whole host of play styles, they don't really matter that much. So if you build whole sub systems around them, those become broken in some games. Of course, you can get the opposite issue, too, where the poor caster gets starved of time, money, etc. Once something has moved into that territory, for balance purposes it is effectively not a character ability any more, but a magic item (consumable, rechargable, or otherwise)--flavored as a character ability. These tend to annoy people for some reason when properly balanced, and other people when not. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> </p><p> </p><p>I would like to see an "action economy" in the main combat game (or at least some portion of it) that was still simple, but supple enough to allow multi-action casting as a viable alternative. It opens up a ton of design space that just isn't there now, and removes the need to have all kinds of interrupts and the like just to mess with casters. I wouldnt even mind a game balanced around the idea that every major offensive combat spell and the really serious defensive ones took two actions to cast. Then provide a few exceptions for weaker spells for emergencies or mop up.</p></blockquote><p></p>
[QUOTE="Crazy Jerome, post: 5811658, member: 54877"] Well, like vegetables, a little bit of those ideas goes a long way. Having tomatoes and green beans and califlower is great. Having a whole lot of only one of them, not so much. Of course, that is at least half the objection to Vancian casting in the first place. But yeah, I'd like a clsss or two that did true Vancian casting--4 to 6 big gun spells, forced into the mind unwillingly from massive tomes-and then the class is supplemented by having a few other adventuring tricks. And then separate classes that used something more toned down and flexible. The "problem" with money costs, time costs, and other such things is that in a whole host of play styles, they don't really matter that much. So if you build whole sub systems around them, those become broken in some games. Of course, you can get the opposite issue, too, where the poor caster gets starved of time, money, etc. Once something has moved into that territory, for balance purposes it is effectively not a character ability any more, but a magic item (consumable, rechargable, or otherwise)--flavored as a character ability. These tend to annoy people for some reason when properly balanced, and other people when not. :) I would like to see an "action economy" in the main combat game (or at least some portion of it) that was still simple, but supple enough to allow multi-action casting as a viable alternative. It opens up a ton of design space that just isn't there now, and removes the need to have all kinds of interrupts and the like just to mess with casters. I wouldnt even mind a game balanced around the idea that every major offensive combat spell and the really serious defensive ones took two actions to cast. Then provide a few exceptions for weaker spells for emergencies or mop up. [/QUOTE]
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