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What Should 4e magic be like?
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<blockquote data-quote="Tzeentch" data-source="post: 3441395" data-attributes="member: 13222"><p>Things I would like to see in 4E magic:</p><p></p><p>-- Adapt the psionic rules for costs and augmentation. Clean up the mess the system is becoming with all these subsystems (various types of focus, infusions, etc).</p><p>-- If you want "Vancian" magic then say that you can prepare X spells in a spell matrix or whatever but can cast those as much as you want with your power points. And you can switch them out in a few minutes of concentration and Spellcraft check or something. Some people really like the tactical nature of spellcasting. Have a "Cantrip" slot where you can place spells that become "per encounter" and free, or simply "always on" (would probably be eaten up by buffs and simplify accounting for NPCs and PCs).</p><p>-- Rethink spell balance and ditch the most problematic ones right off (Wish). Spells as powerful and useful as Rope Trick are really out of place power-wise where they are now. It's telling that the most powerful spells a mage has are NOT the direct damage ones, but those that incapacitate others (often trivially easily at CR-appropriate levels) or allow the group to simply short-circuit entire encounters/adventures.</p><p>-- Allow some degree of recharging outside of "mana potions" or waiting for the amazing power of the D&D sunrise. Like trading 1 power point for some subdual damage or something (like Body Fuel but not quite so laughably out of whack for cost/effect).</p><p>-- Do something about polymorph type spells so they don't end up dominating buffs and optimization builds.</p><p>-- Clean up buff bonuses and stacking so you don't see as many monstrous buff monsters that make a laughingstock of CR. This comes down to doing something about the power of magic though - it needs a nerf or a reassessment of what CR should be for encounters.</p><p>-- Make counterspelling not a waste of wordcount for once. Should be a lot easier with a PP-based system.</p><p>-- Ditch the divine/arcane divide. It's just a problematic "D&Dism."</p><p>-- Make certain the rules explicitely do something about "dipping" into classes to cherry-pick overpowered abilities. Slim down the number of PrCs by making the core classes actually worth continuing.</p><p>-- Allow magic items to be recharged ... ugh.</p><p></p><p>For those worried about "spells all you want" it already exists in the form of warlocks for damage, and the "healing you with fireballs" warlock variant (Eldritch Disciple). I suspect that because the warlock and similar martial classes are so popular we'll be seeing them explode in scope before 4e anyways.</p><p></p><p>And as a general 4e hope:</p><p>-- Ditch the HUNDREDS of useless Feats, make class abilities scale for once and have feats be the "special tricks" they were supposed to be and not a crude stand-in for skills (Craft feats) or ways to build a decent specialist (lol Toughness). At the very least combine all those idiotic +2/+2 and +3 skill feats together for criminies sake.</p></blockquote><p></p>
[QUOTE="Tzeentch, post: 3441395, member: 13222"] Things I would like to see in 4E magic: -- Adapt the psionic rules for costs and augmentation. Clean up the mess the system is becoming with all these subsystems (various types of focus, infusions, etc). -- If you want "Vancian" magic then say that you can prepare X spells in a spell matrix or whatever but can cast those as much as you want with your power points. And you can switch them out in a few minutes of concentration and Spellcraft check or something. Some people really like the tactical nature of spellcasting. Have a "Cantrip" slot where you can place spells that become "per encounter" and free, or simply "always on" (would probably be eaten up by buffs and simplify accounting for NPCs and PCs). -- Rethink spell balance and ditch the most problematic ones right off (Wish). Spells as powerful and useful as Rope Trick are really out of place power-wise where they are now. It's telling that the most powerful spells a mage has are NOT the direct damage ones, but those that incapacitate others (often trivially easily at CR-appropriate levels) or allow the group to simply short-circuit entire encounters/adventures. -- Allow some degree of recharging outside of "mana potions" or waiting for the amazing power of the D&D sunrise. Like trading 1 power point for some subdual damage or something (like Body Fuel but not quite so laughably out of whack for cost/effect). -- Do something about polymorph type spells so they don't end up dominating buffs and optimization builds. -- Clean up buff bonuses and stacking so you don't see as many monstrous buff monsters that make a laughingstock of CR. This comes down to doing something about the power of magic though - it needs a nerf or a reassessment of what CR should be for encounters. -- Make counterspelling not a waste of wordcount for once. Should be a lot easier with a PP-based system. -- Ditch the divine/arcane divide. It's just a problematic "D&Dism." -- Make certain the rules explicitely do something about "dipping" into classes to cherry-pick overpowered abilities. Slim down the number of PrCs by making the core classes actually worth continuing. -- Allow magic items to be recharged ... ugh. For those worried about "spells all you want" it already exists in the form of warlocks for damage, and the "healing you with fireballs" warlock variant (Eldritch Disciple). I suspect that because the warlock and similar martial classes are so popular we'll be seeing them explode in scope before 4e anyways. And as a general 4e hope: -- Ditch the HUNDREDS of useless Feats, make class abilities scale for once and have feats be the "special tricks" they were supposed to be and not a crude stand-in for skills (Craft feats) or ways to build a decent specialist (lol Toughness). At the very least combine all those idiotic +2/+2 and +3 skill feats together for criminies sake. [/QUOTE]
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