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Wizards in 4E have been 'neutered' argument...
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<blockquote data-quote="Obryn" data-source="post: 4976876" data-attributes="member: 11821"><p>Really? I kinda think it's defining. In 3e, you can cast battle-defining spells much more often, and still have room left for a good, solid end-of-day nova. In 1e, you were a lot more limited.</p><p></p><p></p><p>My experience disagrees, as far as 1e goes. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> Even with a rare 18 Intelligence, you'd miss 3 out of 20 spells. With a more-realistic 16 or 17, you'd miss more. Lots of folks didn't use these rules, mind you - but they're part of the system, so I think they have to be included in any discussion of it.</p><p></p><p></p><p>OK. I use them, and the folks I was talking with while planning my 1e game use them. They actually work pretty well. Yes, there are a few different ways to interpret them, but a core element is that spellcasting is slow and you need to cover yourself before doing it.</p><p></p><p></p><p>I don't like the differences in saving throws for basically the same reason I don't like the differences in bonus spells. For both clerics and wizards, it makes single-stat stacking absolutely insane.</p><p></p><p>Also, importantly, high-level 1e wizards facing high-level opponents could still easily have their spells saved against - opponent saves are usually fairly stable, and don't vary more than a few points from one another.</p><p></p><p>Not so in 3e, where a high-level presumably-buffed wizard only needs to target the appropriate defense to win. Target the big brutes with Will or Reflex, and you seldom (if ever) miss. It's like rock-paper-scissors where you already know what the other guy is throwing.</p><p></p><p>-O</p></blockquote><p></p>
[QUOTE="Obryn, post: 4976876, member: 11821"] Really? I kinda think it's defining. In 3e, you can cast battle-defining spells much more often, and still have room left for a good, solid end-of-day nova. In 1e, you were a lot more limited. My experience disagrees, as far as 1e goes. :) Even with a rare 18 Intelligence, you'd miss 3 out of 20 spells. With a more-realistic 16 or 17, you'd miss more. Lots of folks didn't use these rules, mind you - but they're part of the system, so I think they have to be included in any discussion of it. OK. I use them, and the folks I was talking with while planning my 1e game use them. They actually work pretty well. Yes, there are a few different ways to interpret them, but a core element is that spellcasting is slow and you need to cover yourself before doing it. I don't like the differences in saving throws for basically the same reason I don't like the differences in bonus spells. For both clerics and wizards, it makes single-stat stacking absolutely insane. Also, importantly, high-level 1e wizards facing high-level opponents could still easily have their spells saved against - opponent saves are usually fairly stable, and don't vary more than a few points from one another. Not so in 3e, where a high-level presumably-buffed wizard only needs to target the appropriate defense to win. Target the big brutes with Will or Reflex, and you seldom (if ever) miss. It's like rock-paper-scissors where you already know what the other guy is throwing. -O [/QUOTE]
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