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Things 4E Did Well & Should be Kept in Some Form
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<blockquote data-quote="Jefe Bergenstein" data-source="post: 5770059" data-attributes="member: 31506"><p>1) Balance. Start from balance. If that's not important to you, its REALLY easy to throw it out, and hand out umpteen spells to wizards to overpower them again. Its harder going the reverse. </p><p> </p><p>2) Player control magic is reigned in. No longer do casters get to pick which dozen plot busting superpowers they want each day. Spell lists need to be focused, and limited. Sure, magic might be able to in theory do anything, but an individual PC wizard should not. </p><p> </p><p>3) Separation of PC's and NPC's. I really dont need a full writeup for each spell a wizard used to create his floating castle populated with mind-controlled were-owlbears. In trying to make everything operate off the same system, 3E made things that should not be in players hands accessible by giving them stats. Similarly, classed NPC's where royal PITA's to make, because they had all the complexities of PC's (and lived for about 3 rounds). By putting NPC's in a different silo, I can, for instance, make higher level human guards challenging without justifying all the magical crap that would be required for them to hit/defend against players (and accordingly have that fall into the players hands). </p><p> </p><p>4) Roles. Its a good idea that when a class gets designed, they should have an idea of how it fits in with the party dynamic. This isnt to say that a class cant have multiple roles (like the new defender/striker barbarian), just that it needs a mechanical reason to exist, and not just be realized with feats/fluff.</p></blockquote><p></p>
[QUOTE="Jefe Bergenstein, post: 5770059, member: 31506"] 1) Balance. Start from balance. If that's not important to you, its REALLY easy to throw it out, and hand out umpteen spells to wizards to overpower them again. Its harder going the reverse. 2) Player control magic is reigned in. No longer do casters get to pick which dozen plot busting superpowers they want each day. Spell lists need to be focused, and limited. Sure, magic might be able to in theory do anything, but an individual PC wizard should not. 3) Separation of PC's and NPC's. I really dont need a full writeup for each spell a wizard used to create his floating castle populated with mind-controlled were-owlbears. In trying to make everything operate off the same system, 3E made things that should not be in players hands accessible by giving them stats. Similarly, classed NPC's where royal PITA's to make, because they had all the complexities of PC's (and lived for about 3 rounds). By putting NPC's in a different silo, I can, for instance, make higher level human guards challenging without justifying all the magical crap that would be required for them to hit/defend against players (and accordingly have that fall into the players hands). 4) Roles. Its a good idea that when a class gets designed, they should have an idea of how it fits in with the party dynamic. This isnt to say that a class cant have multiple roles (like the new defender/striker barbarian), just that it needs a mechanical reason to exist, and not just be realized with feats/fluff. [/QUOTE]
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