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<blockquote data-quote="Merlion" data-source="post: 3759345" data-attributes="member: 10397"><p>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. </p><p></p><p></p><p> </p><p></p><p></p><p></p><p> 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.</p><p></p><p></p><p> </p><p></p><p></p><p> 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. </p><p></p><p> 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. </p><p></p><p></p><p> 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.</p><p></p><p></p><p> </p><p></p><p></p><p> 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.</p><p></p><p></p><p></p><p> </p><p></p><p></p><p> Yep. Which means all the designers can do is what they think best because no matter what they do, some people will hate it.</p></blockquote><p></p>
[QUOTE="Merlion, post: 3759345, member: 10397"] 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. 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. 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. 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. Yep. Which means all the designers can do is what they think best because no matter what they do, some people will hate it. [/QUOTE]
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