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Will the Magic System be shown the door?
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<blockquote data-quote="JohnSnow" data-source="post: 3479510" data-attributes="member: 32164"><p>Nonsense. You had your rant, now I'll have mine.</p><p></p><p>A <em>Spellcaster</em> shouldn't have to throw darts to be effective. Not when it's a simple matter to say:</p><p></p><p>Granted Power - Eldritch Dart: A spellcaster may throw a bolt of magic energy that does 1d4 damage on a successful hit.</p><p></p><p>There. Now you're effective, and you actually seem like a spellcaster. Not a guy with a crossbow who can pull one decent magical effect a day out of his ass. There's a reason D&D has always had a "sweet spot." It's the point at which spellcasters have enough spells to be effective as long as everyone has hit points.</p><p></p><p>Many wizards spend their magic missile too early. 3e offers to "fix this" with wands of magic missile.</p><p></p><p>That's not a fix. It's a band-aid.</p><p></p><p>I actually prefer a recharge rate that encourages you to hold off and use only so many abilities per encounter. However, I'm not sure it needs to be ONE. D&D's "sweet spot" has always been the point where characters were able to fire off 3 small powers, and one medium power per encounter. And have one large ability to use for the dramatic encounter. So what if you could only fire off that large ability after you've spent 6 rounds "ramping it up?" That way, you won't be able to use it in an ordinary encounter, because the encounter will be over before you can get it ready.</p><p></p><p>So my favorite system would involve spellcasters having some "at-will" abilities, some "special occasion" abilities, some "only on dramatic occasion" abilities, and a few "story-limited" abilities. For instance, I don't have a problem with ruling that casting "Teleport" wipes out your spellcasting for 24 hours. If only because that would cut down on the scry/buff/teleport trick.</p><p></p><p>All that said, I actually understand Saga's somewhat nonsensical "slotting" of Force Abilities. It's not for game world reasons, but for game play reasons. It's boring if the character just uses his favorite ability on every turn. Sure, it should be "possible" but only at the expense of versatility. Why encourage diversity? Because it's more FUN to watch characters use different moves rather than just firing off the same one over and over.</p><p></p><p>So, worldwise, the prepared ability system is lame and silly. But dramatically (and funwise) speaking, it's a nice touch.</p></blockquote><p></p>
[QUOTE="JohnSnow, post: 3479510, member: 32164"] Nonsense. You had your rant, now I'll have mine. A [i]Spellcaster[/i] shouldn't have to throw darts to be effective. Not when it's a simple matter to say: Granted Power - Eldritch Dart: A spellcaster may throw a bolt of magic energy that does 1d4 damage on a successful hit. There. Now you're effective, and you actually seem like a spellcaster. Not a guy with a crossbow who can pull one decent magical effect a day out of his ass. There's a reason D&D has always had a "sweet spot." It's the point at which spellcasters have enough spells to be effective as long as everyone has hit points. Many wizards spend their magic missile too early. 3e offers to "fix this" with wands of magic missile. That's not a fix. It's a band-aid. I actually prefer a recharge rate that encourages you to hold off and use only so many abilities per encounter. However, I'm not sure it needs to be ONE. D&D's "sweet spot" has always been the point where characters were able to fire off 3 small powers, and one medium power per encounter. And have one large ability to use for the dramatic encounter. So what if you could only fire off that large ability after you've spent 6 rounds "ramping it up?" That way, you won't be able to use it in an ordinary encounter, because the encounter will be over before you can get it ready. So my favorite system would involve spellcasters having some "at-will" abilities, some "special occasion" abilities, some "only on dramatic occasion" abilities, and a few "story-limited" abilities. For instance, I don't have a problem with ruling that casting "Teleport" wipes out your spellcasting for 24 hours. If only because that would cut down on the scry/buff/teleport trick. All that said, I actually understand Saga's somewhat nonsensical "slotting" of Force Abilities. It's not for game world reasons, but for game play reasons. It's boring if the character just uses his favorite ability on every turn. Sure, it should be "possible" but only at the expense of versatility. Why encourage diversity? Because it's more FUN to watch characters use different moves rather than just firing off the same one over and over. So, worldwise, the prepared ability system is lame and silly. But dramatically (and funwise) speaking, it's a nice touch. [/QUOTE]
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