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Why does Wizards of the Coast hate Wizards?
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<blockquote data-quote="pemerton" data-source="post: 7851332" data-attributes="member: 42582"><p>But what is the significance of purely notional versatility of warlocks and sorcerers during such downtime? I mean, the players can all imagine them cycling through the spells on the list but what impact does that have on play?</p><p></p><p>This is why I referred to <em>meaningful </em>long rests.</p><p></p><p>EDIT:</p><p></p><p>Meaningful long rests are a constraint that operates in the real world. They relate to the amount of actual play that occurs at the table.</p><p></p><p>Whereas down time and spending gp are purely in-fiction resources that don't inherently map to any cost at the table. If the GM of a game establishes fiction where these things are scarce then the wizard will clearly be weaker; conversely, where the GM is liberal in respect of them then the wizard will be stronger.</p><p></p><p>It's hard to compare a real-world constraint with a "constraint" that is really a function of the GM's choices about the content of the fiction. Presumably the variant rules are based on the designers' best guess as to how these things unfold in a typical game.</p><p></p><p>FURTHER EDIT:</p><p></p><p>Is this the concern: the player of the sorcerer or warlock knows (i) that at some future point a spell load-out of XYZ will be needed, and (ii) by spending long rests via downtime or whatever s/he can rebuild his/her PC with a XYZ load-out?</p><p></p><p>I assume that the variant design rests on a premise that predicting needed load-outs isn't super-feasible in this way (eg because the GM can use the passage of in-fiction time to justify changing the in-fiction situation to make the XYZ load-out less useful than it might otherwise have been).</p><p></p><p>But maybe in a relatively highly-optimised game in a relatively static situation (eg classic Tomb of Horrors) the variant does make warlocks and sorcerers better than they should be. Again I can only assume that is not the sort of game the designers regard as typical.</p></blockquote><p></p>
[QUOTE="pemerton, post: 7851332, member: 42582"] But what is the significance of purely notional versatility of warlocks and sorcerers during such downtime? I mean, the players can all imagine them cycling through the spells on the list but what impact does that have on play? This is why I referred to [I]meaningful [/I]long rests. EDIT: Meaningful long rests are a constraint that operates in the real world. They relate to the amount of actual play that occurs at the table. Whereas down time and spending gp are purely in-fiction resources that don't inherently map to any cost at the table. If the GM of a game establishes fiction where these things are scarce then the wizard will clearly be weaker; conversely, where the GM is liberal in respect of them then the wizard will be stronger. It's hard to compare a real-world constraint with a "constraint" that is really a function of the GM's choices about the content of the fiction. Presumably the variant rules are based on the designers' best guess as to how these things unfold in a typical game. FURTHER EDIT: Is this the concern: the player of the sorcerer or warlock knows (i) that at some future point a spell load-out of XYZ will be needed, and (ii) by spending long rests via downtime or whatever s/he can rebuild his/her PC with a XYZ load-out? I assume that the variant design rests on a premise that predicting needed load-outs isn't super-feasible in this way (eg because the GM can use the passage of in-fiction time to justify changing the in-fiction situation to make the XYZ load-out less useful than it might otherwise have been). But maybe in a relatively highly-optimised game in a relatively static situation (eg classic Tomb of Horrors) the variant does make warlocks and sorcerers better than they should be. Again I can only assume that is not the sort of game the designers regard as typical. [/QUOTE]
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