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What direction should 5th edition take?
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<blockquote data-quote="eriktheguy" data-source="post: 4929751" data-attributes="member: 83662"><p>I think I agree with Abdul that flight was allowed far too often in 3e (I believe a level 5 wizard with some money was allowed pretty much unrestricted flight). I disagree that short term tactical flight is game breaking. If a wizard gets somewhere you didn't expect because of a short burst of flight, they deserve the reward (and a thumbs up). They shouldn't be able to do it too often, but players can often skip entire segments of challenge by using magic abilities and I don't see it as game breaking up to a certain point.</p><p>I wouldn't mind wizards getting anytime flight around level 11 either. I'm guessing that the challenges they meet at those points are capable of dealing with aerial assailants, defending castles from aerial assualts, etc. A level paragon tier wizard flying around is not much of a stretch.</p><p></p><p>I want to emphasize that the main point I agree with in this thread is the differentiation of powers by class. The sameness in this edition is very apparent. Karinsdad focuses on wizards who can only do damage with extra minor effects. In 3e 'dominating' a monster meant that the fight was essentially over. In 4e when you dominate a dragon, it means that you deal some psychic damage and get to make it attack for a turn (and you can't even use its breath weapon). I think that in 3e you could do too much with many spells but that in 4e you can do too little.</p><p></p><p>I have always been comfortable with fighters being a solid DPS class while wizards concentrated their pizazz into a few shots that turned the tide of battle. 4e was an improvement because fighters are now much more versatile, but wizards lack the showiness they used to have, basically they are ranged fighters with more area attacks and temporary (very temporary) debuffs.</p><p></p><p>Basically 'save or die' was too much, and 'take some damage, and save or get -2 ac' is too little. I'm hoping 5e will find a good compromise.</p><p></p><p>And I think starting with 4 or more at-wills is a terrific idea, as well as gaining more per tier. A new edition would need to have a larger pool of at-wills to choose from. At-wills available to any class, any martial class, any elf etc would be cool.</p></blockquote><p></p>
[QUOTE="eriktheguy, post: 4929751, member: 83662"] I think I agree with Abdul that flight was allowed far too often in 3e (I believe a level 5 wizard with some money was allowed pretty much unrestricted flight). I disagree that short term tactical flight is game breaking. If a wizard gets somewhere you didn't expect because of a short burst of flight, they deserve the reward (and a thumbs up). They shouldn't be able to do it too often, but players can often skip entire segments of challenge by using magic abilities and I don't see it as game breaking up to a certain point. I wouldn't mind wizards getting anytime flight around level 11 either. I'm guessing that the challenges they meet at those points are capable of dealing with aerial assailants, defending castles from aerial assualts, etc. A level paragon tier wizard flying around is not much of a stretch. I want to emphasize that the main point I agree with in this thread is the differentiation of powers by class. The sameness in this edition is very apparent. Karinsdad focuses on wizards who can only do damage with extra minor effects. In 3e 'dominating' a monster meant that the fight was essentially over. In 4e when you dominate a dragon, it means that you deal some psychic damage and get to make it attack for a turn (and you can't even use its breath weapon). I think that in 3e you could do too much with many spells but that in 4e you can do too little. I have always been comfortable with fighters being a solid DPS class while wizards concentrated their pizazz into a few shots that turned the tide of battle. 4e was an improvement because fighters are now much more versatile, but wizards lack the showiness they used to have, basically they are ranged fighters with more area attacks and temporary (very temporary) debuffs. Basically 'save or die' was too much, and 'take some damage, and save or get -2 ac' is too little. I'm hoping 5e will find a good compromise. And I think starting with 4 or more at-wills is a terrific idea, as well as gaining more per tier. A new edition would need to have a larger pool of at-wills to choose from. At-wills available to any class, any martial class, any elf etc would be cool. [/QUOTE]
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