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The (Generalist) Rogue, Bard, and Wizard. One of these things is not like the other.
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<blockquote data-quote="Chris_Nightwing" data-source="post: 5989886" data-attributes="member: 882"><p>[MENTION=54877]Crazy Jerome[/MENTION] I completely agree with you that getting the numbers exactly right is difficult. I also think that you could do a much better job by paying considerable attention to individual spells and determining exactly how they ought to be limited to prevent their ability to circumvent the mechanics.</p><p></p><p>We saw some progress towards this with rituals. Divinations should cost more and more resources if they circumvent important parts of an adventure. Perhaps you also ought to be highly specialised to be able to cast them. I want Wizards to be able to teleport, but rather than give them a random chance of ending up inside a rock and dying, I can limit this capability by adding a cost and the requirement of a prepared area and so on, with only highly specialised Wizards (perhaps by spending an entire feat) being able to teleport people to unknown areas (and still, this could be limited to prevent going straight to the BBEG).</p><p></p><p>I suppose all my suggestion does, the idea that you won't have access to all spells of all levels, is prevent a Wizard being a teleporter one day, a charmer the next and a burner in the final combat. Individual spell limitations with a hefty cost to circumvent mechanics may be a better way forward - you can't have both the teleporter and diviner themes, for instance.</p></blockquote><p></p>
[QUOTE="Chris_Nightwing, post: 5989886, member: 882"] [MENTION=54877]Crazy Jerome[/MENTION] I completely agree with you that getting the numbers exactly right is difficult. I also think that you could do a much better job by paying considerable attention to individual spells and determining exactly how they ought to be limited to prevent their ability to circumvent the mechanics. We saw some progress towards this with rituals. Divinations should cost more and more resources if they circumvent important parts of an adventure. Perhaps you also ought to be highly specialised to be able to cast them. I want Wizards to be able to teleport, but rather than give them a random chance of ending up inside a rock and dying, I can limit this capability by adding a cost and the requirement of a prepared area and so on, with only highly specialised Wizards (perhaps by spending an entire feat) being able to teleport people to unknown areas (and still, this could be limited to prevent going straight to the BBEG). I suppose all my suggestion does, the idea that you won't have access to all spells of all levels, is prevent a Wizard being a teleporter one day, a charmer the next and a burner in the final combat. Individual spell limitations with a hefty cost to circumvent mechanics may be a better way forward - you can't have both the teleporter and diviner themes, for instance. [/QUOTE]
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The (Generalist) Rogue, Bard, and Wizard. One of these things is not like the other.
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