Sun Knight
First Post
hong said:Mang, this post is so videogamey.
Well, I prefer to find a wand of magic missiles with 13 charges than finding a generic wand +6.
hong said:Mang, this post is so videogamey.
Mouseferatu said:My point is that any system that assumes the heroes have to stop after two minutes of combat is, by definition, more unrealistic* than it needs to be. (To say nothing of the fact that it's extremely limiting in the sorts of plots/stories/adventures that can be run.)
I'm charging up my "wand +6" RIGHT NOW, IYTIMAIKYD.Sun Knight said:Well, I prefer to find a wand of magic missiles with 13 charges than finding a generic wand +6.
Treebore said:Your right. I build the dungeon so it will hopefully take two or more days for the adventurers to get to me. That why I can run to a new hide out where they have to try and find me all over again. And the adventure continues.
Or, if I want the PC's to succeed I make sure the spellcasters have enough depth. They have plenty of potions, wands, scrolls, and other items to last through the dungeon marathon to get to the Vampire and stake it. Either way, versimilitude.
Sun Knight said:What I don't get is why people keep saying low level wizards have no staying power. My low level wizard gets pretty much in every fight and stays in the game. Then again I don't use his magic as a crutch. Diversifying in tactics and strategy to use magic and the mundane makes the wizard have more staying power and more fun to play. When the fighter is down, it is my wizard that goes into melee!
Sun Knight said:Diversifying in tactics and strategy to use magic and the mundane makes the wizard have more staying power and more fun to play. When the fighter is down, it is my wizard that goes into melee!
One of the concepts I'd really like to play someday is the fighter who doesn't fight.Mouseferatu said:BTW, the beauty of the new system, or at least what we know of it, is that we both win. You can still choose to play a wizard who hoards his most potent magics, preferring to default to a crossbow or a staff. Nobody says you have to use all the abilities the class presents. Heck, pretend your character doesn't even possess them. But it leaves the option open for the people who want more flexible magic.
hong said:One of the concepts I'd really like to play someday is the fighter who doesn't fight.Now, in actuality he'd be a twinked out weapon master with a
katanabastard sword, the usual bonuses, buffs and so on, but the core concept would be restraint. A true master wins the fight before it's even started, that sort of thing; he views it as a personal setback if he actually has to draw his sword. On those rare occasions when he does draw, this would set his achievements into even sharper relief.