gizmo33 said:
Oh, well I wouldn't mind seeing wizards evened out according to their resource depletion. You could actually have both AFAICT, wizards could choose a few powerful spells, or many less powerful ones. In any case, changing the wizard character class is a different issue from changing a basic aspect of the game.
No...it isnt. The issue under discussion here is the inclusion of some degree of per day, per encounter and at will abilities to the classes in general...and to Wizards in particular.
Getting a tatoo saying "I hate hobbits" isn't rational but then it doesn't have a bearing on the tactical aspects of the game, which is I think is the area under consideration. Off the top of my head those characters in fiction that act in strange ways during tactically important moments (Boromir) tend to be tragic heroes. But then it's hard to say either way I guess.
What difference does it make? The point is, even experienced individuals are still quite capable of making decisions based on factors other than whats most tactical sound, for reasons personal or circumstantial.
Sure, it means other aspects of the game will change to fit the established philosophy. That's why I don't find it an overstatement to talk about the consequences of that. It makes no sense to me that talk about a general practice and then only apply the change to one area of the game. I think it's reasonable to assume that sooner, rather than later, all aspects of the game will conform to this new set of priorities.
To me, the whole discussion of playstyles is mostly irrelevent. People are going to play the game how they want to play it, regardless. I am discussing primarily the nature of the proposed mechanical changes, and there effect on combat and class balance within combat.
Right now as it stands, Wizards especially and spellcasters in general tend to "run out of steam" faster and more totally than other classes, especially at low levels. This generally means that the physical combat types are still wanting to continue, while the wizard wants to stop and rest, so he can actually be able to do things (by which I mean the things he plays his class to do.) So, either everyone stops, or everyone continues and the wizard is basically relagated to the sidelines.
None of this, to me, has much affect on other aspects of the game besides combat itself, and the choice of how frequently to rest. Obviously various bleed over can occur. My point however was that you seem to feel that these changes are going to essentially eliminate all aspects of versimilitude, realism, and possibly anything other than continious combat from the game, and turn it into WoW. I am saying that your (seemingly) coming to that conclusion because of one aspect of things is overdoing it a bit.
In terms of reality, "nothing" is next to everything so I'm not sure this metaphor is verifiable. However, I find the design philosophy expressed by Wyatt's quote to be pretty substantial. As I've said before, I don't need to see the actual implementation if I can assume that they'll accomplish what they say they want to do. As at least one other person has remarked, by the time we see the design it will be pointless to debate it. Perhaps it's pointless now, but hopefully a little less so.
Again, your missing my point. My point is, all we know is that characters will have per day, per encounter, and at will abilities. The devil is in the execution. I am assuming that even if they wish to put forth a certain design philosophy, the execution of the mechanics will allow for the accomadation of more than one play style.
I hope. You can't make everyone happy all of the time though.
Yep. Which means all the designers can do is what they think best because no matter what they do, some people will hate it.