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General Tabletop Discussion
*Dungeons & Dragons
TSR to WoTC shift--OR--the de-prioritization on Exploration spells/classes
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<blockquote data-quote="Lanefan" data-source="post: 8854017" data-attributes="member: 29398"><p>Which is good in one way: advancement becomes less of a priority in itself and instead becomes just an occasional reward for the play you'd be doing anyway. Campaigns, as a result, can last longer and thus weave in more than one story.</p><p></p><p>And in so doing, in combination with a lot of other design decisions, they made levelling up the main focus of play, greatly to the game's detriment.</p><p></p><p><em>Sleep</em> is the I Win spell at very low level and-or against regular-troop opponents. <em>Charm</em> is handy at any time if you want your MU to be a talky type, which not all do; and it's great for "recruiting" some dumb muscle out of the opposition's ranks. <em>Magic Missile</em> is useful beyond low level, due to the auto-hit aspect. <em>Light</em> is a useful utility spell but I don't often see it cast to blind, even though it can do that in my game.</p><p></p><p>Agreed, and everyone is or can be good at everything else as well so people aren't feeling less useful during exploration or social scenes. I get the rationale, but the result is the classes feel a bit more same-y with far more overlap in their functions and little if any true niche protection.</p><p></p><p>Er...Thieves had d6 hit dice in 1e. MUs had d4.</p><p></p><p>Yes, in no small part due to niche-breaking spells others could cast (hello, <em>Knock</em>).</p><p></p><p>And in so doing they made casters even more powerful, so to balance this they had to nerf or outright gut a lot of combat spells.</p></blockquote><p></p>
[QUOTE="Lanefan, post: 8854017, member: 29398"] Which is good in one way: advancement becomes less of a priority in itself and instead becomes just an occasional reward for the play you'd be doing anyway. Campaigns, as a result, can last longer and thus weave in more than one story. And in so doing, in combination with a lot of other design decisions, they made levelling up the main focus of play, greatly to the game's detriment. [I]Sleep[/I] is the I Win spell at very low level and-or against regular-troop opponents. [I]Charm[/I] is handy at any time if you want your MU to be a talky type, which not all do; and it's great for "recruiting" some dumb muscle out of the opposition's ranks. [I]Magic Missile[/I] is useful beyond low level, due to the auto-hit aspect. [I]Light[/I] is a useful utility spell but I don't often see it cast to blind, even though it can do that in my game. Agreed, and everyone is or can be good at everything else as well so people aren't feeling less useful during exploration or social scenes. I get the rationale, but the result is the classes feel a bit more same-y with far more overlap in their functions and little if any true niche protection. Er...Thieves had d6 hit dice in 1e. MUs had d4. Yes, in no small part due to niche-breaking spells others could cast (hello, [I]Knock[/I]). And in so doing they made casters even more powerful, so to balance this they had to nerf or outright gut a lot of combat spells. [/QUOTE]
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