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I for one am actually nervous about the idea of trading in lower-level spells or powers for higher-level ones. Having to trade in low level powers in 4E was one of my bigger complaints about the system. It means that it is much more difficult to maintain continuity of a character's themes and specialties. What was once a signature move of your character gets replaced by completely unrelated new moves.
Eh I don't buy that. Because usually higher level abilities are just an upgraded lower level ability. Fireball becomes delayed blast fireball which becomes Meteor Swarm. Invibility becomes Greater invisibility. Summoning spells are a good example of this too, in that you can summon more monsters from a lower level spell list.

Therefore the ability retains the same "thematic" implications, it's just more damaging/more targets/better features.

I mean they openly said "fireball: 5d6, want more damage, get a different spell." So this paves the way for a high level fireball that does more damage.
 
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KInda upset that spell power is set as opposed to scaling. Would kinda make sense (for a fantasy universe) that as you got more powerful, certain effects would as well.

(ie. i'd expect a balor's implosion or fireball to be better than a basic 4th or 5th level wizard)...

That said...still early and the end result may be awesome.

:)

Sanjay
 



Where'd you get that from? It looks like they want all classes to have degrees of complexity. There's a simple fighter and a complex fighter. This is also possibly meaning there's a simple wizard and a complex wizard.

Relevant:

Monte: Going along those lines we seperated things along the lines of what's common or uncommon. So for example fighters, clerics, wizards and clerics might be commmon while warlocks fall into uncommon and something like the assassin might be rare. This helps DMs determine what options they want to run in there games as well.

Bruce: It also might be the case that some of the classes labeled rare might be a bit more complex or difficult to pick up, so players could also have a gauge with how they want to pick their classes.
 

Where'd you get that from? It looks like they want all classes to have degrees of complexity. There's a simple fighter and a complex fighter. This is also possibly meaning there's a simple wizard and a complex wizard.
I got the impression that the simple fighter will be "simpler" to run than the simple wizard.

Bruce: I think, we think that different classes should have different levels of complexity. If you want something easier to pick up, there should be a class for that, if you want something that's a bit more challenging or has a bit more going on, you should be able to do that out the gate as well.
 

"Monte: the play session that I envision with the fighter and wizard fighting together is that the figher is always better than the wizard. The fighter hits someone for 12 damage and then the wizard hits someone for 4, and the wizard wishes he was a fighter. Then that happens again on the second round, and the wizard feels the same way again. But then on the third round the wizard whips out his fireball and does 16 or 20 damage total and the fighter goes ahh, I wish I was a wizard. I want each class to shine and to have reasons to want to play that class."

Yes, please. But make it work, not like in 3.5.
 


Note they are saying "might" as far as those rare classes. So it just depends on what they mean by 'more complex' too.

Also what does an "uncommon/rare" class mean? I mean, I like a world where PC classes are rare to begin with. PCs are special by virtue of being PCs.
 

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