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Where did my options go? - The New Paradigm
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<blockquote data-quote="sbarbe" data-source="post: 4289307" data-attributes="member: 6056"><p>Summoner</p><p>Necromancer</p><p>Illusionist</p><p>Diviner</p><p>Transmuter</p><p>Enchanter</p><p>Shapechanger</p><p>Unarmed Mystic Martial Artist (Monk)</p><p>Minstrel (Bard)</p><p>Druid</p><p></p><p></p><p>I'm actually not upset about the lack of inclusion of the sorceror in the new edition, they call it a wizard. I'm upset about the lack of a Wizard in the new edition.</p><p></p><p>There, I think, is the biggest problem with the new edition. Spellcasters, for all of D&D's long and storied history, were the classes where you had to pay your dues in the early years in return for eventually becoming the most powerful characters in the game. I have never gamed with people who didn't understand this, and by and large they have had no problem with it. Fighters carry the load for the low levels and serve as meatshields forever. Wizards start off basically useless, and end up controlling the building blocks of reality at high levels.</p><p></p><p>In addition to the pure power that is gained over the course of their career though, the spellcasters also used to benefit from the fact that spells were capable of doing more than dealing damage and providing defenses.</p><p></p><p>Need some pull with the city officials? Charm someone in the administration and get them to plead your case</p><p></p><p>Need some intelligence on your adversaries? Change into an owl, fly over to their camp and listen in on their conversation.</p><p></p><p>Want to conduct dangerous research? Summon up some zombies to use as lab assistants.</p><p></p><p>Need to ditch pursuit to gain a chance to rest? Go down a blind alley and create an illusion of a wall to hide behind.</p><p></p><p>These are the kinds of things that spell casters lose out on in the new edition. From what I've seen, if it doesn't have tactical combat applications or is too complicated to fit within the framework of the "core mechanic" simplification, it has been ditched. Some people may be fine with that, but when I started playing D&D all those years ago, I accepted that it was not a simple game and required me to learn a lot of things to play the game effectively and have run. It is precisely the "complexity", which I like to call "Flexibility", which attracted me to D&D, and I lament the seemingly "Cookie cutter" nature of the new system for all of the possibilities lost.</p></blockquote><p></p>
[QUOTE="sbarbe, post: 4289307, member: 6056"] Summoner Necromancer Illusionist Diviner Transmuter Enchanter Shapechanger Unarmed Mystic Martial Artist (Monk) Minstrel (Bard) Druid I'm actually not upset about the lack of inclusion of the sorceror in the new edition, they call it a wizard. I'm upset about the lack of a Wizard in the new edition. There, I think, is the biggest problem with the new edition. Spellcasters, for all of D&D's long and storied history, were the classes where you had to pay your dues in the early years in return for eventually becoming the most powerful characters in the game. I have never gamed with people who didn't understand this, and by and large they have had no problem with it. Fighters carry the load for the low levels and serve as meatshields forever. Wizards start off basically useless, and end up controlling the building blocks of reality at high levels. In addition to the pure power that is gained over the course of their career though, the spellcasters also used to benefit from the fact that spells were capable of doing more than dealing damage and providing defenses. Need some pull with the city officials? Charm someone in the administration and get them to plead your case Need some intelligence on your adversaries? Change into an owl, fly over to their camp and listen in on their conversation. Want to conduct dangerous research? Summon up some zombies to use as lab assistants. Need to ditch pursuit to gain a chance to rest? Go down a blind alley and create an illusion of a wall to hide behind. These are the kinds of things that spell casters lose out on in the new edition. From what I've seen, if it doesn't have tactical combat applications or is too complicated to fit within the framework of the "core mechanic" simplification, it has been ditched. Some people may be fine with that, but when I started playing D&D all those years ago, I accepted that it was not a simple game and required me to learn a lot of things to play the game effectively and have run. It is precisely the "complexity", which I like to call "Flexibility", which attracted me to D&D, and I lament the seemingly "Cookie cutter" nature of the new system for all of the possibilities lost. [/QUOTE]
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Where did my options go? - The New Paradigm
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