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Why Do You Think Wizards Are Boring?
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<blockquote data-quote="EzekielRaiden" data-source="post: 9092443" data-attributes="member: 6790260"><p>The point is that the strictly old-school way of doing things, where you only get a tiny quantity of spells, no reliable fallback options, and high risk of simply wasting the few things you <em>do</em> get, discourages any use of the quirky and quixotic spells of the past. The only thing that pushes in that direction is the fact that you have no choice--if you get <em>stuck</em> with weird quirky spells, you have to hope and pray you can find some way to make them useful.</p><p></p><p>Conversely, when you have solid at-wills and reliable always-on options (like the substitution stuff from the Heritage feats), suddenly all those weird and quirky spells cease to be an "oh no...hope I can figure out a way to make <em>bubble bath</em> do...literally anything...." and instead become, "Hey, I've got some spell slots I don't need. <em>Bubble bath</em> sounds fun."</p><p></p><p>4e doesn't do slot-based stuff anyway, so it's working on a different paradigm to begin with; I was simply saying that at-wills (which, IMO lamentably,( got restricted to casters only) and 5e cantrips clearly derive from a source you have said is good...and all three are clearly in defiance of the old-school hyper-limited model.</p><p></p><p>*Not really sure why you think it's a <em>bad</em> thing that non-casters got at-wills. They represent solid fallbacks. That's the whole point. They provide a <em>floor</em>. Powers can thus always be designed with that floor in mind--they should always be <em>better</em> than at-wills. This is, of course, not always perfectly uniform--Ranger's <em>twin strike</em> being the prime outlier--but as a general rule it holds true pretty well.</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 9092443, member: 6790260"] The point is that the strictly old-school way of doing things, where you only get a tiny quantity of spells, no reliable fallback options, and high risk of simply wasting the few things you [I]do[/I] get, discourages any use of the quirky and quixotic spells of the past. The only thing that pushes in that direction is the fact that you have no choice--if you get [I]stuck[/I] with weird quirky spells, you have to hope and pray you can find some way to make them useful. Conversely, when you have solid at-wills and reliable always-on options (like the substitution stuff from the Heritage feats), suddenly all those weird and quirky spells cease to be an "oh no...hope I can figure out a way to make [I]bubble bath[/I] do...literally anything...." and instead become, "Hey, I've got some spell slots I don't need. [I]Bubble bath[/I] sounds fun." 4e doesn't do slot-based stuff anyway, so it's working on a different paradigm to begin with; I was simply saying that at-wills (which, IMO lamentably,( got restricted to casters only) and 5e cantrips clearly derive from a source you have said is good...and all three are clearly in defiance of the old-school hyper-limited model. *Not really sure why you think it's a [I]bad[/I] thing that non-casters got at-wills. They represent solid fallbacks. That's the whole point. They provide a [I]floor[/I]. Powers can thus always be designed with that floor in mind--they should always be [I]better[/I] than at-wills. This is, of course, not always perfectly uniform--Ranger's [I]twin strike[/I] being the prime outlier--but as a general rule it holds true pretty well. [/QUOTE]
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