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Why did they say Vancian magic would be gone?
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<blockquote data-quote="gizmo33" data-source="post: 4719909" data-attributes="member: 30001"><p>That's a milestone? Your DM is interesting.</p><p> </p><p>Of course this is the same DM that gives you back your dailies when the clock strikes midnight. Also, apparently, the same DM whose monsters sit in their rooms and ignore the sounds of your PCs camping outside the dungeon.</p><p> </p><p>Obviously, from a point of tactics, and all other things being equal, a character without his daily is less powerful than one with his daily. So from that persepective it makes sense to rest after using it. However, in games I'm familiar with, there is almost always a cost of some kind concurred in retreated from the dungeon and resting. In prior editions, this cost was *still* less than the cost of continuing with the missing dailies. But in 4E, IME, the at-will and encounter powers are sufficient (and action points for milestones) that the risks of camping are more likely to outweight the risks of continuing. UNLESS, as many have pointed out, the daily resource that you're missing are healing surges - which is a bigger deal.</p><p> </p><p>IME so far with 4E, their design goal seems to have been accomplished. Most of the fights are interesting and pose somewhat of a risk to the characters. In prior editions, the only fight that posed a risk to the characters was the last one - once all dailies had been burned through and not much more of substantial power remained. The only exception to this was at higher level where insta-kill powers could make any fight risky - but those were pretty narrow circumstances. And it's hard to call "blam, you're dead" that interesting.</p><p> </p><p>DnD style Vancian magic meant, short of magic items, wizards who used their spells had nothing else to do. The at-wills in 4E are actually IME useful - maybe not as powerful as dailies, but the discrepencies in power are FAR less than the difference between a 3E wizard using a crossbow and one using a fireball. These differences were also exacerbated by the contributions of buffs and similar spells. </p><p> </p><p>Overall though, your rules interpretations are different enough (and at least in one case is not the RAW) that comparing our games is probably apples to oranges. If your DM isn't going to use some judgement when it comes to milestones and extended rests, then I don't think you guys can expect much from 4E as it was intended. Then again, I'm somewhat skeptical that you're playing 4E at all, perhaps your objections are based just on what you've read?</p></blockquote><p></p>
[QUOTE="gizmo33, post: 4719909, member: 30001"] That's a milestone? Your DM is interesting. Of course this is the same DM that gives you back your dailies when the clock strikes midnight. Also, apparently, the same DM whose monsters sit in their rooms and ignore the sounds of your PCs camping outside the dungeon. Obviously, from a point of tactics, and all other things being equal, a character without his daily is less powerful than one with his daily. So from that persepective it makes sense to rest after using it. However, in games I'm familiar with, there is almost always a cost of some kind concurred in retreated from the dungeon and resting. In prior editions, this cost was *still* less than the cost of continuing with the missing dailies. But in 4E, IME, the at-will and encounter powers are sufficient (and action points for milestones) that the risks of camping are more likely to outweight the risks of continuing. UNLESS, as many have pointed out, the daily resource that you're missing are healing surges - which is a bigger deal. IME so far with 4E, their design goal seems to have been accomplished. Most of the fights are interesting and pose somewhat of a risk to the characters. In prior editions, the only fight that posed a risk to the characters was the last one - once all dailies had been burned through and not much more of substantial power remained. The only exception to this was at higher level where insta-kill powers could make any fight risky - but those were pretty narrow circumstances. And it's hard to call "blam, you're dead" that interesting. DnD style Vancian magic meant, short of magic items, wizards who used their spells had nothing else to do. The at-wills in 4E are actually IME useful - maybe not as powerful as dailies, but the discrepencies in power are FAR less than the difference between a 3E wizard using a crossbow and one using a fireball. These differences were also exacerbated by the contributions of buffs and similar spells. Overall though, your rules interpretations are different enough (and at least in one case is not the RAW) that comparing our games is probably apples to oranges. If your DM isn't going to use some judgement when it comes to milestones and extended rests, then I don't think you guys can expect much from 4E as it was intended. Then again, I'm somewhat skeptical that you're playing 4E at all, perhaps your objections are based just on what you've read? [/QUOTE]
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Why did they say Vancian magic would be gone?
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