Aus_Snow
First Post
I have.hong said:In which case, please post evidence for the existence of the majority.
I have.hong said:In which case, please post evidence for the existence of the majority.
No you haven't. Please post evidence for the existence of the majority.Aus_Snow said:I have.
Yes, in fact, I have.hong said:No you haven't.
No, in fact, you haven't. Please post evidence for the existence of the majority.Aus_Snow said:Yes, in fact, I have.![]()
I don't think the at will abilities will be anything like "just a crossbow". I believe they will be closer to what the reserve feats look like now. Where you can do 5d6 damage to a 5ft radius if you can cast 5th level spells. You get to keep your shtick(casting area of effect spells) without being overly powerful(you could have cast fireball, doing 9d6 damage to a 20 ft radius by using your good spell). However, it never drops to the level of "I have a 20% chance of doing 1d8 damage this round". You also aren't likely outdamaging the fighters or rogues when they do their thing.gizmo33 said:So first of all, why is he talking about "25% resources" and stuff if all he wants to do is replace the crossbow with something equivalent (or maybe a little more powerful)? What, according to the author, is "fun" (reminds me of the reading comprehension part of the SATs). My answer - Waves of monsters, and a fight that can go either way
Well according to common sense (as I understand it), everyone is going to want to be at 100% effectiveness when the fight can go either way. Also, it seems logically that you either have daily resources or you don't. The rest of it is just connecting the dots.
Patryn of Elvenshae said:No, it didn't, really.
I always hated playing the Wizard / Magic-User 1.
It wasn't fun until about 5th-level, or so.
Aus_Snow said:Yes, in fact, I have.![]()

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.