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What Should 4e magic be like?
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<blockquote data-quote="HeavenShallBurn" data-source="post: 3436764" data-attributes="member: 39593"><p>AJust warning you by now a whole new level of Flamewar goodnessis already on the way! But you knew that when you posted, right?</p><p></p><p><strong>Seriously</strong></p><p></p><p>A fast recharge per-encounter balanced model of magic that works and doesn't reduce the power of casters.</p><p></p><p>Ditch armored spell failure, I'm ready to eat the sacred hamburger.</p><p></p><p>More flexible magic: Some spells that were broken in two should be returned to reversible spells. Others should be consolidated into a more generic kind of attack that can be modified. Such as a ray with variable energy type, energy ball type, using AU as a model.</p><p></p><p>Fix the counterspelling problem. I want counterspelling to actually be useful in combat, make it an immediate action or something.</p><p></p><p>Give caster's some sort of arcane equivalent to BAB that unites magical attack and defense stats into one place and provides a single number.</p><p></p><p>Dump Vancian casting obviously.</p><p></p><p>Rework the spell schools and open up the class spellcasting lists more. There are some spells that need to go back to their old pre-revision schools. </p><p></p><p>There are certain things that need to change, polymorph has been nerfed and errata'd back into uselessness if you follow errata(I don't) go back toward the 3.0 model. Change darkness to actual darkness rather than "shadowy illumination."</p><p></p><p>Overall just make the casting classes less of a one-minute wonder. If fighters can attack all day casters need to cast all day. </p><p></p><p>MAKE SOME SENSE OUT OF THE SYMBOL SPELLS FINALLY</p></blockquote><p></p>
[QUOTE="HeavenShallBurn, post: 3436764, member: 39593"] AJust warning you by now a whole new level of Flamewar goodnessis already on the way! But you knew that when you posted, right? [b]Seriously[/b] A fast recharge per-encounter balanced model of magic that works and doesn't reduce the power of casters. Ditch armored spell failure, I'm ready to eat the sacred hamburger. More flexible magic: Some spells that were broken in two should be returned to reversible spells. Others should be consolidated into a more generic kind of attack that can be modified. Such as a ray with variable energy type, energy ball type, using AU as a model. Fix the counterspelling problem. I want counterspelling to actually be useful in combat, make it an immediate action or something. Give caster's some sort of arcane equivalent to BAB that unites magical attack and defense stats into one place and provides a single number. Dump Vancian casting obviously. Rework the spell schools and open up the class spellcasting lists more. There are some spells that need to go back to their old pre-revision schools. There are certain things that need to change, polymorph has been nerfed and errata'd back into uselessness if you follow errata(I don't) go back toward the 3.0 model. Change darkness to actual darkness rather than "shadowy illumination." Overall just make the casting classes less of a one-minute wonder. If fighters can attack all day casters need to cast all day. MAKE SOME SENSE OUT OF THE SYMBOL SPELLS FINALLY [/QUOTE]
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