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Would anyone prefer spellcasting to stay as it is?
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<blockquote data-quote="Zaruthustran" data-source="post: 3715982" data-attributes="member: 1457"><p>That's a false tradeoff. The reality is that if your party's spellcasters run out of spells, the whole group camps for the night. Even if you just got up, and been in three fights that each lasted less than a minute. The 4E designers really wanted to put an end to the adventurer's typical 1 hour workday. </p><p></p><p>Sure, there are cases where the plot prevents camping. But pressing on, completely unable to meaningfully contribute... that's not really that fun for the wizard player.</p><p></p><p></p><p></p><p></p><p>That's the beauty of Reserve feats in 3E. You have a cool ability you can use at will, but only so long as you keep your "ace in the sleeve", well, up your sleeve. When you do decide to throw that ace, you're also losing the at-will ability. </p><p></p><p>You get all the fun of having to manage your resources, but you also get to join the fun in beating up on minor bad guys without feeling like you're "wasting" a spell. </p><p></p><p></p><p></p><p>Compare to a fighter. He can swing that sword, effectively, all day long. I think 4E wants to give that same play experience to wizards. But I imagine in 4E spells will be limited by components, in the same way that archers are limited by arrows. Which is to say, not at all. Almost everybody "hand-waves" ammo unless it's abused, or the party is in one of those rare situations (siege, very long voyage away from any civilization, and so on) where it becomes important to track such minor resources. </p><p></p><p>But from a "logical" perspective, look at Harry Potter or Charmed or many other examples of magic. You can do your basic schtick whenever you want. It's only the big, dramatic works of magic that exhaust the caster. This seems to be in keeping with 4E's grouping of abilities into "at will", "per encounter", and "per day".</p><p></p><p></p><p></p><p>Well, that's because Dragonlance was deliberately based on an RPG, and went to great lengths to shoehorn D&D's odd mechanics. <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=":)" /> Me, I never really understood why wizards "forgot" their spells each time they were cast. You'd think after decades of practice, the mighty archmage would remember the words and gestures for a simple Magic Missile. </p><p></p><p></p><p></p><p></p><p>Yes: I'd like a double bacon Sacred Cowberger. D&D is long overdue for a complete magic overhaul.</p></blockquote><p></p>
[QUOTE="Zaruthustran, post: 3715982, member: 1457"] That's a false tradeoff. The reality is that if your party's spellcasters run out of spells, the whole group camps for the night. Even if you just got up, and been in three fights that each lasted less than a minute. The 4E designers really wanted to put an end to the adventurer's typical 1 hour workday. Sure, there are cases where the plot prevents camping. But pressing on, completely unable to meaningfully contribute... that's not really that fun for the wizard player. That's the beauty of Reserve feats in 3E. You have a cool ability you can use at will, but only so long as you keep your "ace in the sleeve", well, up your sleeve. When you do decide to throw that ace, you're also losing the at-will ability. You get all the fun of having to manage your resources, but you also get to join the fun in beating up on minor bad guys without feeling like you're "wasting" a spell. Compare to a fighter. He can swing that sword, effectively, all day long. I think 4E wants to give that same play experience to wizards. But I imagine in 4E spells will be limited by components, in the same way that archers are limited by arrows. Which is to say, not at all. Almost everybody "hand-waves" ammo unless it's abused, or the party is in one of those rare situations (siege, very long voyage away from any civilization, and so on) where it becomes important to track such minor resources. But from a "logical" perspective, look at Harry Potter or Charmed or many other examples of magic. You can do your basic schtick whenever you want. It's only the big, dramatic works of magic that exhaust the caster. This seems to be in keeping with 4E's grouping of abilities into "at will", "per encounter", and "per day". Well, that's because Dragonlance was deliberately based on an RPG, and went to great lengths to shoehorn D&D's odd mechanics. :) Me, I never really understood why wizards "forgot" their spells each time they were cast. You'd think after decades of practice, the mighty archmage would remember the words and gestures for a simple Magic Missile. Yes: I'd like a double bacon Sacred Cowberger. D&D is long overdue for a complete magic overhaul. [/QUOTE]
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