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What did Wizards learn from Essentials?
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<blockquote data-quote="Tony Vargas" data-source="post: 5809149" data-attributes="member: 996"><p>Because they're wizards, and they learn through deep study, not by making pacts with devils (ever try re-negotiating a pact with a devil, I'm guessing you can't do it every day) or being born with innate magic in their blood (what, is the sorcerer supposed to get a transfusion each morning).</p><p></p><p>It's quite a potent feature. It gives the wizard more flexibility than any other class, plus free rituals. </p><p></p><p>There's probably some wierd limit to the amount of mojo a wizard can keep in his book... Mages, IIRC, don't have that problem. They don't get free rituals, though. </p><p></p><p></p><p>Well, it's a racial power, so if you must have an answer, they're Fey, the feywild is positively steeped in magic, so fantasy-biology /and/ magic. </p><p></p><p></p><p>Yeah. It's a 1[W] attack, I think it'll soon be forgotten. The nice thing about separating fluff and rules is that you can change/ignore bad fluff. I thought you were looking for a rationale, not just obsessing over the bit in the book that the book, itself, told you to go ahead and change at whim.</p><p></p><p>Whatever the needs of your story and setting dictate.</p><p></p><p>Choice of weapon and victim, sounds like. </p><p></p><p>I agree, the biggest failure of 4e was not having quite enough fluff text. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>Really? Ever re-fluffed a dragon into a water elemental in 3.5? No, really. That was one of the things that sold me on the game as a DM. I was already used to the idea of mechanics being divorced from 'F/X' from years of Hero, though. But, I was roped into running 4e, which I'd yet to do, as the ink wasn't even dry on the books (remember that fiasco?), at a pick-up game. I ran a 4-encounter, 4th level game in less than 4 hours with about 5 minutes of prep, that included re-skinning spectres as air elementals and a dragon as a water elemental. That was a 'wow' moment.</p><p></p><p></p><p>Maybe not. If only D&D had ever had rules that were never more than slighlty confusing - or at all balanced.</p><p></p><p>Heh. More than just the initiative rules, but really nothing about the specific world, IIRC, some cosmology, and a lot of medieval wargaming stuff - the price and time to build mangonels and whatnot - and a surprising amount of Frued. :sigh: It really was a glorious mess, and in EGG's inimmitable style, quite a read for a kid back in the day...</p><p></p><p>...OK, nostalgic moment over.</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 5809149, member: 996"] Because they're wizards, and they learn through deep study, not by making pacts with devils (ever try re-negotiating a pact with a devil, I'm guessing you can't do it every day) or being born with innate magic in their blood (what, is the sorcerer supposed to get a transfusion each morning). It's quite a potent feature. It gives the wizard more flexibility than any other class, plus free rituals. There's probably some wierd limit to the amount of mojo a wizard can keep in his book... Mages, IIRC, don't have that problem. They don't get free rituals, though. Well, it's a racial power, so if you must have an answer, they're Fey, the feywild is positively steeped in magic, so fantasy-biology /and/ magic. Yeah. It's a 1[W] attack, I think it'll soon be forgotten. The nice thing about separating fluff and rules is that you can change/ignore bad fluff. I thought you were looking for a rationale, not just obsessing over the bit in the book that the book, itself, told you to go ahead and change at whim. Whatever the needs of your story and setting dictate. Choice of weapon and victim, sounds like. I agree, the biggest failure of 4e was not having quite enough fluff text. ;) Really? Ever re-fluffed a dragon into a water elemental in 3.5? No, really. That was one of the things that sold me on the game as a DM. I was already used to the idea of mechanics being divorced from 'F/X' from years of Hero, though. But, I was roped into running 4e, which I'd yet to do, as the ink wasn't even dry on the books (remember that fiasco?), at a pick-up game. I ran a 4-encounter, 4th level game in less than 4 hours with about 5 minutes of prep, that included re-skinning spectres as air elementals and a dragon as a water elemental. That was a 'wow' moment. Maybe not. If only D&D had ever had rules that were never more than slighlty confusing - or at all balanced. Heh. More than just the initiative rules, but really nothing about the specific world, IIRC, some cosmology, and a lot of medieval wargaming stuff - the price and time to build mangonels and whatnot - and a surprising amount of Frued. :sigh: It really was a glorious mess, and in EGG's inimmitable style, quite a read for a kid back in the day... ...OK, nostalgic moment over. [/QUOTE]
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