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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Vancian Magic 4e
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<blockquote data-quote="RangerWickett" data-source="post: 5515646" data-attributes="member: 63"><p>The solution, I think, is to allow versatility of choices at character creation, but not complete versatility in a given adventuring day. So I should be able to make a wizard who can polymorph the party into barnyard animals, but only if I pick that as one of my powers.</p><p></p><p>If Bob the Evoker decides to pick the usual suite of boom spells, he shouldn't be able to just up and decide "today I'm going to cast Wickett's Farmville Transmogrification."</p><p></p><p>So have a bajillion spells, but keep roughly the same number of choices as now. Maybe have an option for 'minor utility spells,' which you can acquire with a feat, or get several at a time in place of a normal attack power. Conjuring a 10-ft. bridge, mind-controlling sheep, and shrinking yourself to 1/12 normal size are fun options, but not worth trading one-for-one with, say, Katrina's Cometary Cataclysm.</p><p></p><p>And as long as attack spells deal the appropriate damage for their level, it should be balanced. Polymorph won't be as abusive now, I'm sure. And defensive magic scales better. In 4e, a +2 bonus to AC is splendid at any level.</p><p></p><p>What I would love to see is a Mage with sub-class options that can go more striker, leader, defender, or controller. Instead of being a staff mage, maybe you could pick:</p><p></p><p>Abjurer - Spells focus on pure defense bonuses, resistances, brief immunities, and temporary hit points. You might have an 'Abjurer Apprentice' ability that says that whenever you cast an Abjuration spell, one ally within 5 squares gets 5 temporary hitpoints (scales by tier).</p><p></p><p>Shieldmage - Spells focus on creating walls and defenses on the battlefield, countering and reflecting spells. The 'Shieldmage Apprentice' ability might let you create an invulnerable Wall 3 within 5 squares as a minor action.</p><p></p><p> </p><p></p><p>I dunno. That's just some random thoughts. Spellcasters are cool.</p></blockquote><p></p>
[QUOTE="RangerWickett, post: 5515646, member: 63"] The solution, I think, is to allow versatility of choices at character creation, but not complete versatility in a given adventuring day. So I should be able to make a wizard who can polymorph the party into barnyard animals, but only if I pick that as one of my powers. If Bob the Evoker decides to pick the usual suite of boom spells, he shouldn't be able to just up and decide "today I'm going to cast Wickett's Farmville Transmogrification." So have a bajillion spells, but keep roughly the same number of choices as now. Maybe have an option for 'minor utility spells,' which you can acquire with a feat, or get several at a time in place of a normal attack power. Conjuring a 10-ft. bridge, mind-controlling sheep, and shrinking yourself to 1/12 normal size are fun options, but not worth trading one-for-one with, say, Katrina's Cometary Cataclysm. And as long as attack spells deal the appropriate damage for their level, it should be balanced. Polymorph won't be as abusive now, I'm sure. And defensive magic scales better. In 4e, a +2 bonus to AC is splendid at any level. What I would love to see is a Mage with sub-class options that can go more striker, leader, defender, or controller. Instead of being a staff mage, maybe you could pick: Abjurer - Spells focus on pure defense bonuses, resistances, brief immunities, and temporary hit points. You might have an 'Abjurer Apprentice' ability that says that whenever you cast an Abjuration spell, one ally within 5 squares gets 5 temporary hitpoints (scales by tier). Shieldmage - Spells focus on creating walls and defenses on the battlefield, countering and reflecting spells. The 'Shieldmage Apprentice' ability might let you create an invulnerable Wall 3 within 5 squares as a minor action. I dunno. That's just some random thoughts. Spellcasters are cool. [/QUOTE]
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