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The Decrease in Desire for Magic in D&D
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<blockquote data-quote="Undrave" data-source="post: 8776861" data-attributes="member: 7015698"><p>I still don’t understand how people could be so opposed to 4e’s clear and transparent. They were all ‘Augh! Get this competent game design out of my GAME!”</p><p></p><p>And in Shadowrun, doing anything <em>fun </em>(using magic or hacking stuff etc) usually means somebody can detect you and find you, it's kinda a pain sometimes. </p><p></p><p>Apparently we can't have nice things in DnD, like talks of game design goals. Again, I don't get this attitude, especially from DMs who are ALREADY 'backstage'! It's like a puppeteer who complains about seeing the strings on the puppet he himself is manipulating?! Ridiculous.</p><p></p><p></p><p></p><p>The biggest issue with the Wizard I think is that ease of getting spells. We're told the Wizard spends a lot of time over dusty tome and doing research... but in practice, two spells of their choices just appear in their book with every level. The fluff never matters in play, it never feels like learning magic is difficult, so I think that also reduces how special it should feel. </p><p></p><p>So, this reminds me of the DS game Final Fantasy Four Heroes of Light. The game is a deliberate throw back and sells itself on that. One of the most notable mechanic is that each character can only carry 15 items. This includes your armor, head gear, weapon, potions, etc., but also your spell books! Each spell in the game requires you to carry a book to cast it, meaning they take up one of the slot in your bag, so juggling between your bag and your reserve is important, especially early in the game where you go through various sections with 2 of the 4 PCs before they come together. I knew about it before going in and really enjoyed the game, but it’s also important to note that the limits were not tedious. Switching equipment was as easy as getting to a town where you had basically magic chests that would hold all the rest of your gear. You also had to get used to selling off your old gear to make room for new one.</p><p></p><p>Also note that the spells didn’t use any sort of MP system, instead the whole game was based around an Action Point system where you could spend a turn defending to earn more and eventually perform stronger skills (from your class) or spells. You could cast Firaga all day long, but it took 3 or 4 of your maximum 4 AP so waiting until you got enough for it would take a while.</p><p></p><p>I highly recommend the game to fans of JRPG. It’s really pretty too.</p><p></p><p>Huh?! I don’t think that’s a fair way to prevent it. 4e’s concept of ‘skipping to the good stuff’ was to cut random encounters and pointless fights who only shave ressources. Every 4e fight should be a set piece in an interesting location, otherwise it’s pointless.</p><p></p><p></p><p></p><p>Keep on the Shadowfell? I HATED Thunderspire Labyrinth. The whole map was filled with 5 feet corridor that were NOT conductive to 4e style combats it resulted in super boring static encounter where your back liner would never be in danger ever and your front liner would fight to get some kind of swing at the meagre encounters in there. It was just a pain in the butt. Empty rooms after empty room with nothing to discover… and 4e adventures were infamously stingy on magical items despite their necessity for the math to function.</p><p></p><p></p><p>Huuuh... that's totally not what DECON1 said! They say 'encounter', they mean a combat encounter or maybe a skill challenge, not roleplaying! What the book is saying is that fighting two random guards is not a challenge and not worth doing. If the guards aren't going to be an issue it's not worth going into details... unless the PC want to speak with them for something. That's just misreading of the tip.</p></blockquote><p></p>
[QUOTE="Undrave, post: 8776861, member: 7015698"] I still don’t understand how people could be so opposed to 4e’s clear and transparent. They were all ‘Augh! Get this competent game design out of my GAME!” And in Shadowrun, doing anything [I]fun [/I](using magic or hacking stuff etc) usually means somebody can detect you and find you, it's kinda a pain sometimes. Apparently we can't have nice things in DnD, like talks of game design goals. Again, I don't get this attitude, especially from DMs who are ALREADY 'backstage'! It's like a puppeteer who complains about seeing the strings on the puppet he himself is manipulating?! Ridiculous. The biggest issue with the Wizard I think is that ease of getting spells. We're told the Wizard spends a lot of time over dusty tome and doing research... but in practice, two spells of their choices just appear in their book with every level. The fluff never matters in play, it never feels like learning magic is difficult, so I think that also reduces how special it should feel. So, this reminds me of the DS game Final Fantasy Four Heroes of Light. The game is a deliberate throw back and sells itself on that. One of the most notable mechanic is that each character can only carry 15 items. This includes your armor, head gear, weapon, potions, etc., but also your spell books! Each spell in the game requires you to carry a book to cast it, meaning they take up one of the slot in your bag, so juggling between your bag and your reserve is important, especially early in the game where you go through various sections with 2 of the 4 PCs before they come together. I knew about it before going in and really enjoyed the game, but it’s also important to note that the limits were not tedious. Switching equipment was as easy as getting to a town where you had basically magic chests that would hold all the rest of your gear. You also had to get used to selling off your old gear to make room for new one. Also note that the spells didn’t use any sort of MP system, instead the whole game was based around an Action Point system where you could spend a turn defending to earn more and eventually perform stronger skills (from your class) or spells. You could cast Firaga all day long, but it took 3 or 4 of your maximum 4 AP so waiting until you got enough for it would take a while. I highly recommend the game to fans of JRPG. It’s really pretty too. Huh?! I don’t think that’s a fair way to prevent it. 4e’s concept of ‘skipping to the good stuff’ was to cut random encounters and pointless fights who only shave ressources. Every 4e fight should be a set piece in an interesting location, otherwise it’s pointless. Keep on the Shadowfell? I HATED Thunderspire Labyrinth. The whole map was filled with 5 feet corridor that were NOT conductive to 4e style combats it resulted in super boring static encounter where your back liner would never be in danger ever and your front liner would fight to get some kind of swing at the meagre encounters in there. It was just a pain in the butt. Empty rooms after empty room with nothing to discover… and 4e adventures were infamously stingy on magical items despite their necessity for the math to function. Huuuh... that's totally not what DECON1 said! They say 'encounter', they mean a combat encounter or maybe a skill challenge, not roleplaying! What the book is saying is that fighting two random guards is not a challenge and not worth doing. If the guards aren't going to be an issue it's not worth going into details... unless the PC want to speak with them for something. That's just misreading of the tip. [/QUOTE]
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