Tools for sandbox games, rather than adventure paths where the monsters and loot are scaled to the PCs' level.What elements do you think they could include to attract the so-called "old school" crowd, then?
Falling Icicle said:I was worried that this would happen, based on all the people screaming for a non-vancian wizard option. I actually like mechanics that go together with fluff in making classes. I liked that sorcerers and warlocks used magic very differently from wizards. I liked this in 3.x also. I guess I'm in the minority.
[sblock]Steely_Dan said:I'm wary of a catch-all "magic user" (though i have no problem calling the wizard that), part of class identity for me is the way they cast/use magic.
[sblock]Falling Icicle said:Again, I guess I'm in the minority of people that actually liked Turn Undead being a spell. I absolutely loathe it as a class ability that all clerics have. I always have. If I'm a cleric of the god of life or something, okay, give me turn undead as a domain power. But for clerics of other deities that have no good reason to hate undead, it makes no sense whatsoever.
[sblock]Falling Icicle said:Is just spending your CS dice on damage every round really that difficult, if you can't handle doing more than "I hit. I hit. I hit?"
[sblock]Falling Icicle said:The whole master of skills thing is just boring and stupid. I really wish they'd stop trying to make that their focus and instead explore new ways of making rogues cooler and more interesting as a class.
[sblock]Falling Icicle said:They want to make skills even narrower? Really? Having dozens of different Lore skills isn't already narrow enough? Seriously?
[sblock]Bluenose said:Bad enough for the Rogue, who will suddenly find that Mr Cleric of Thief God is sneaking around and picking locks - presumably worse than him - and has all the cleric abilities on top of that.
[sblock]thewok said:My disappointment mainly stems from the news about the sorcerer. No, the heritage they gave was not like the sorcerer from 3E, but that's what I thought was exciting about it.
Tools for sandbox games, rather than adventure paths where the monsters and loot are scaled to the PCs' level.
Totally agree with this idea. I think mental block is just because a) Clerics having to use bludgeoning weapons and b) being the only source of healing kinda overwhelmed other aspects of the class. If they just make one unified spell list...including letting wizards cast healing spells...this all could be cleared up so neatly.
To me the umbrella Magic User sounds alot like the Arcane Power Source, so I'd say they've got that covered, especially if they do something similar for Divine Casters.I'd also ask the converse: what should be proffered to appeal directly to 4Eers?
ppaladin123 said:Clerics are mostly self-buff gishes; they use magic to make themselves stronger and more durable. This is a bit different from the duskblade or swordmage, which usually use magic to directly harm their enemies (channeled through a sword strike, close bursts and cones, etc.) I think a lot of players want something like this that doesn't suck (like the duskblade or hexblade did).
What you say is true as far as it goes, but [MENTION=49017]Bluenose[/MENTION]'s concern was clearly that the devotee of the Thief God will also get "all the cleric abilities on top of that."A modular game cannot be exclusive with regards to dominance. If a devotee of the Thief God is as sneaky as a Thief, that's a good thing. The rogue can also be that sneaky, without magic, and a cleric of the Deciever can be that sneaky, with magic, and as long as they are the same sneaky, it doesn't really matter how they get there.
pemerton said:What you say is true as far as it goes, but @Bluenose 's concern was clearly that the devotee of the Thief God will also get "all the cleric abilities on top of that."
And that would be a clear problem, in my view.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.