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D&D Older Editions, OSR, & D&D Variants
What Should 4e magic be like?
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<blockquote data-quote="Kae'Yoss" data-source="post: 3438357" data-attributes="member: 4134"><p>That's not the same. You could also say that there's a chance to mess up spells: You miss your touch attack/ the enemy makes his save. And attacks: You don't hit.</p><p></p><p>But we're talking about mishaps here. The spell doesn't just not transform the enemy into a toad - it turns you into a toad. The attack doesn't just fail to hit the enemy - it cuts your own leg instead. You just don't fail to tumble past the enemy - you fall prone and make it easier for the enemy to pick on you.</p><p></p><p>I know, some skills have something like that right now (fail to disarm a trap by 5 or more and you set it off), but if we use a system such as this, it should be for everything, not just some instances. Like luck rolls in WoD.</p><p></p><p></p><p></p><p>I already said that a spellcasting "attack roll" would be nice. This could be done with or without fumbles (without fumble: If you don't meed the enemy's "spell ac", the spell fails. with fumble: If you roll too low on that spell roll, like less than 15 + spell level or something like that, roll on the spell fumble table)</p><p> </p><p> </p><p></p><p>I'd say it's still several non-coterminous planes to hop in order to get there - and without teleportation magic. It might be the same multiverse, but that's it. </p><p></p><p>Rogues can't mow down armies. swordsages can't rain down arcane destruction upon their enemies, obliterating them wholesale. Fighters can't do magic at all. monks can't bring back the dead or even heal others. And so on. </p><p></p><p>As I said: While it isn't as strict as it used to be, you still don't have classes who can all do everything equally well.</p><p></p><p>Yes, there's a core class that combines martial prowess with arcane ability - the Duskblade. Great class. But they can't do high-level magics. A wizard, sorcerer, or warmage (especially a warmage) will outcast the duskblade by lengths. Striking down the enemy by the dozen, by the score. That's just one example.</p><p></p><p>Tell me where there's actually classes that can do everything equally well.</p><p></p><p> </p><p></p><p>They didn't.</p></blockquote><p>one of my favorite characters in AD&D was a monk, but was mot a shaolin martial art monk, rather a Fryer Tuck type of monk. I took the martial Art Monk class, but played it as Fryer tuck. It was a City which was ruled by the Church and he was picked to be a sort of 'secret Police' which is why he was trained in unarmed combat. </p><p></p><p>Funny thing is, if I where to bring him into 3.5 he would have to be a Monk/Paladin/Cleric to do some of the things he did in AD&D.[/QUOTE]</p><p> </p><p>Such as? </p><p></p><p></p><p></p><p>What's that got to do with restrictions? The fun part about a game without restrictions is that no one forces you to use all options (that would be a restriction). You don't like the concept of a dwarf with arcane magic? Don't play one. You want to stick to a class for your entire career? Do so!</p><p>[/QUOTE]</p>
[QUOTE="Kae'Yoss, post: 3438357, member: 4134"] That's not the same. You could also say that there's a chance to mess up spells: You miss your touch attack/ the enemy makes his save. And attacks: You don't hit. But we're talking about mishaps here. The spell doesn't just not transform the enemy into a toad - it turns you into a toad. The attack doesn't just fail to hit the enemy - it cuts your own leg instead. You just don't fail to tumble past the enemy - you fall prone and make it easier for the enemy to pick on you. I know, some skills have something like that right now (fail to disarm a trap by 5 or more and you set it off), but if we use a system such as this, it should be for everything, not just some instances. Like luck rolls in WoD. I already said that a spellcasting "attack roll" would be nice. This could be done with or without fumbles (without fumble: If you don't meed the enemy's "spell ac", the spell fails. with fumble: If you roll too low on that spell roll, like less than 15 + spell level or something like that, roll on the spell fumble table) I'd say it's still several non-coterminous planes to hop in order to get there - and without teleportation magic. It might be the same multiverse, but that's it. Rogues can't mow down armies. swordsages can't rain down arcane destruction upon their enemies, obliterating them wholesale. Fighters can't do magic at all. monks can't bring back the dead or even heal others. And so on. As I said: While it isn't as strict as it used to be, you still don't have classes who can all do everything equally well. Yes, there's a core class that combines martial prowess with arcane ability - the Duskblade. Great class. But they can't do high-level magics. A wizard, sorcerer, or warmage (especially a warmage) will outcast the duskblade by lengths. Striking down the enemy by the dozen, by the score. That's just one example. Tell me where there's actually classes that can do everything equally well. They didn't. [/QUOTE] one of my favorite characters in AD&D was a monk, but was mot a shaolin martial art monk, rather a Fryer Tuck type of monk. I took the martial Art Monk class, but played it as Fryer tuck. It was a City which was ruled by the Church and he was picked to be a sort of 'secret Police' which is why he was trained in unarmed combat. Funny thing is, if I where to bring him into 3.5 he would have to be a Monk/Paladin/Cleric to do some of the things he did in AD&D.[/QUOTE] Such as? What's that got to do with restrictions? The fun part about a game without restrictions is that no one forces you to use all options (that would be a restriction). You don't like the concept of a dwarf with arcane magic? Don't play one. You want to stick to a class for your entire career? Do so! [/QUOTE]
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What Should 4e magic be like?
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