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<blockquote data-quote="Ainamacar" data-source="post: 5795992" data-attributes="member: 70709"><p>Most of the changes sounded good to me. Especially 3e style multiclassing and no assumption of magic items (finally!).</p><p></p><p>I'm a little ho-hum about static spells and trading spells, however. I much prefer spells to have a basic version with a small tree of upgrades. Maybe a caster that knows fireball can cast it as a 3rd level spell, but there are separate upgrades for more damage, or delayed-blast casting, etc. Basically, some built-in metamagic that can be researched rather than treating delayed-blast fireball as a totally different spell. (It bothers me that someone could know delayed-blast fireball but not know fireball.)</p><p></p><p>It would also bring in lots of opportunities to differentiate casters. A wizard might choose to memorize a few basic 3rd level fireballs, and one 7th level extra-damage delayed blast fireball even though its the same spell. The sorcerer could do it on the fly, and even occasionally access upgrades he hasn't learned yet, since the potential lies within. Some upgrades might be restricted to divine casters with a particular domain, etc. Really, how many different base version of fireball does there need to be?</p><p></p><p>I do think we should clarify two different ways a spell can remain static, however. Namely, the effect it has when successful can be static, but the chance to succeed could also remain static. In 3e spell damage generally increased with caster level, but the chance of obtaining that effect decreased against the sorts of creatures one most likely faced because the saving throw DC did not change, or changed very slowly. I think 4e did this better, keeping the effect static but made sure the chance it succeeded on par with the character's other abilities. I would like the effects to scale, but only if the character is willing to spend more resources to get them.</p></blockquote><p></p>
[QUOTE="Ainamacar, post: 5795992, member: 70709"] Most of the changes sounded good to me. Especially 3e style multiclassing and no assumption of magic items (finally!). I'm a little ho-hum about static spells and trading spells, however. I much prefer spells to have a basic version with a small tree of upgrades. Maybe a caster that knows fireball can cast it as a 3rd level spell, but there are separate upgrades for more damage, or delayed-blast casting, etc. Basically, some built-in metamagic that can be researched rather than treating delayed-blast fireball as a totally different spell. (It bothers me that someone could know delayed-blast fireball but not know fireball.) It would also bring in lots of opportunities to differentiate casters. A wizard might choose to memorize a few basic 3rd level fireballs, and one 7th level extra-damage delayed blast fireball even though its the same spell. The sorcerer could do it on the fly, and even occasionally access upgrades he hasn't learned yet, since the potential lies within. Some upgrades might be restricted to divine casters with a particular domain, etc. Really, how many different base version of fireball does there need to be? I do think we should clarify two different ways a spell can remain static, however. Namely, the effect it has when successful can be static, but the chance to succeed could also remain static. In 3e spell damage generally increased with caster level, but the chance of obtaining that effect decreased against the sorts of creatures one most likely faced because the saving throw DC did not change, or changed very slowly. I think 4e did this better, keeping the effect static but made sure the chance it succeeded on par with the character's other abilities. I would like the effects to scale, but only if the character is willing to spend more resources to get them. [/QUOTE]
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