Yes, the project apparently was all about producing "a game about" those and other things this set of designers had in mind. That is not to my mind the same as producing a revised edition of the Dungeons & Dragons rules set.What reason did it have to exist in a game about killing things and taking their stuff, while saving the world from evil?
Has this ever been officially confirmed on the record by WotC?
I wouldn't be too surprised if this was an underlying motivation for the design of 4E.
In principle, I suppose we'll only know for sure when some of the original 4E designers are willing to "speak their minds" in the future, once they are not working for WotC anymore.
This could be fixed by giving wizards something worthwhile to do when not casting spells. And then making that something worthwhile stay worthwhile for their entire careers.
Yes, the project apparently was all about producing "a game about" those and other things this set of designers had in mind. That is not to my mind the same as producing a revised edition of the Dungeons & Dragons rules set.
What we got was a 5 alignment that doesn't seem to make sense. How is Good different from Lawful-Good? Is LG mostly lawful with a hint of good, or mostly good with a hint of law? (Its seems the former, since a cleric of Pelor can be good or unaligned, but not LG). Ditto Evil/CE. Is CE are more-evil type of evil?, or is it Chaotic Neutral with a cruel and selfish element?
It seems they wanted to to keep the "concept" of LG and CE (as well as their iconic names) so they tacked it onto a G/U/E system as an after-thought. Seriously, I'd rather they have dumped the G/E off LG/CE and made a 5 alignments C/G/U/L/E. I need my needless symmetry!!!!
Back in the day in various 1E AD&D games I played in, the low level wizards frequently occupied themselves with tasks like: holding a lantern, counting up the number of monsters/badguys, scanning the background for hidden monsters/badguys or traps, etc ... This was especially the case when the DM was not using any miniatures for combat. With respect to spells, the low level wizards frequently saved them for attacks on the big bosses or larger monsters.
I think Vancian magic could have been done well if it had been more Vancian.
The big problems with vancian magic as done by D&D are
1. If the wizard doesn't have very many spells, he runs out of them way before he runs out of rounds of combat. Then he's got nothing he can do well. He sucks at using a crossbow, and he probably won't invest resources in getting better at it because those resources will be wasted when he reaches higher levels and encounters problem 2.
I really think they made each choice in an attempt to "better" the game.
I think the incompatibility with OGL is, what we'd call, an "fortunate" accident.
"reboot" D&D 3 party support to what it was supposed to be: modules and monster books.
Whenever I played a Magic User I always went in with dagger or staff when the spells were dry. Darts if I felt it was too much danger to get in close. I never really felt useless, but I seem to be in the minority.
I think they intentionally added adjectives to everything because they learned a lesson from Magic the Gathering about naming conventions in an environment in which you need multiple specific versions of the same general type of monster.So, do you think that the annoyingname monsters were accidentally different from the OGL names as well?![]()
I really think they made each choice in an attempt to "better" the game.
I think Vancian magic could have been done well if it had been more Vancian.