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General Tabletop Discussion
D&D Older Editions
What Should 4e magic be like?
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<blockquote data-quote="ruleslawyer" data-source="post: 3440478" data-attributes="member: 1757"><p>Back to likelihoods:</p><p></p><p>I'd be happy if 4e spellcasting went in either of two directions (or both!): Tightly themed spellcasting classes (like the beguiler, dread necromancer, or warmage) or a super-generic spellcasting class. What with domains, mystic theurges, Arcane Domain, and all that stuff floating around, I wouldn't mind just ditching the arcane/divine split. It'd allow balancing spellcasters more cleanly (I still have a hard time swallowing the proposition that wizards or sorcerers are balanced against the much tougher and special-ability-loaded druid) and potentially allow serious diversification, if you started with a generic spellcaster and then had talent trees, specializations, or the like that allowed increased power at the cost of restrictive spell/power selection.</p><p></p><p>Making blast effects more generic would be a nice change as well; I really don't think we need umpteen orb spells, ray spells, fireballs, lightning bolts, cones of cold, etc. and I'd be much happier to see a nice simple menu of choices (an energy, an AoE, a targeting method, and damage, plus possible secondary effects). </p><p></p><p>Of course, one of the greatest of D&D's sacred cows is the idea of individual named spells. There are advantages and disadvantages to individual spells: On the one hand, it is potentially easier to balance individual spells against each other than to balance augmentations across different effects (Increasing a spell's range from touch to short is much better for an effect like harm than for one like shocking grasp), but on the other, it leads to hundreds of pages of spell stat blocks rather than a nice thin pamphlet of the EoM:ME type.</p></blockquote><p></p>
[QUOTE="ruleslawyer, post: 3440478, member: 1757"] Back to likelihoods: I'd be happy if 4e spellcasting went in either of two directions (or both!): Tightly themed spellcasting classes (like the beguiler, dread necromancer, or warmage) or a super-generic spellcasting class. What with domains, mystic theurges, Arcane Domain, and all that stuff floating around, I wouldn't mind just ditching the arcane/divine split. It'd allow balancing spellcasters more cleanly (I still have a hard time swallowing the proposition that wizards or sorcerers are balanced against the much tougher and special-ability-loaded druid) and potentially allow serious diversification, if you started with a generic spellcaster and then had talent trees, specializations, or the like that allowed increased power at the cost of restrictive spell/power selection. Making blast effects more generic would be a nice change as well; I really don't think we need umpteen orb spells, ray spells, fireballs, lightning bolts, cones of cold, etc. and I'd be much happier to see a nice simple menu of choices (an energy, an AoE, a targeting method, and damage, plus possible secondary effects). Of course, one of the greatest of D&D's sacred cows is the idea of individual named spells. There are advantages and disadvantages to individual spells: On the one hand, it is potentially easier to balance individual spells against each other than to balance augmentations across different effects (Increasing a spell's range from touch to short is much better for an effect like harm than for one like shocking grasp), but on the other, it leads to hundreds of pages of spell stat blocks rather than a nice thin pamphlet of the EoM:ME type. [/QUOTE]
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