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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
What Should 4e magic be like?
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<blockquote data-quote="ashockney" data-source="post: 3438753" data-attributes="member: 1363"><p>What are some of the things that challenge us with 3.5:</p><p></p><p>The universal magic user in 3.5 wizard is too much of a generalist</p><p>The wizard is typically the "same" optimized character</p><p>The sorcerer doesn't work well, but was a fun flavor option</p><p>Warlock was a step in the right direction</p><p>The spell choices are way, way too complex</p><p>There are clear balance issues with the spells</p><p>The threshold for access to radical game-changing effects is too low</p><p>Power points, templates, and meta-magic are all sweet and beloved</p><p>Counterspell's not really intuitive</p><p>Although the new simpler save mechanics (Fort/Ref/Will) is a huge improvement, we've still not really achieved the balance required to do well here</p><p></p><p>So, I translate these things to imply some of my own thoughts:</p><p>Classes with access to far fewer spells - perhaps 7 - 10 at one time, but a handful of abilities that are usable over and over without limit.</p><p>Specializaiton among a group of casting classes that allows for a drastic difference between a warlock, a wizard, and a beguiler. </p><p>Layer on top a magic system that allows for spell points, templates and/or meta-magic</p><p>Retool the balance on the spells and magic abilities and make game-changing effects much harder to acquire, with the truly game shifting effects being one-shot (ie, teleport)</p><p>Allow room for a studious book-delving, cat familiar, stave wielding wizard to exist</p></blockquote><p></p>
[QUOTE="ashockney, post: 3438753, member: 1363"] What are some of the things that challenge us with 3.5: The universal magic user in 3.5 wizard is too much of a generalist The wizard is typically the "same" optimized character The sorcerer doesn't work well, but was a fun flavor option Warlock was a step in the right direction The spell choices are way, way too complex There are clear balance issues with the spells The threshold for access to radical game-changing effects is too low Power points, templates, and meta-magic are all sweet and beloved Counterspell's not really intuitive Although the new simpler save mechanics (Fort/Ref/Will) is a huge improvement, we've still not really achieved the balance required to do well here So, I translate these things to imply some of my own thoughts: Classes with access to far fewer spells - perhaps 7 - 10 at one time, but a handful of abilities that are usable over and over without limit. Specializaiton among a group of casting classes that allows for a drastic difference between a warlock, a wizard, and a beguiler. Layer on top a magic system that allows for spell points, templates and/or meta-magic Retool the balance on the spells and magic abilities and make game-changing effects much harder to acquire, with the truly game shifting effects being one-shot (ie, teleport) Allow room for a studious book-delving, cat familiar, stave wielding wizard to exist [/QUOTE]
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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
What Should 4e magic be like?
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