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<blockquote data-quote="Stormonu" data-source="post: 5743615" data-attributes="member: 52734"><p>This is a good point in that pre 4E, the spellcasters have finite resources, whereas the martial characters generally only have a limitation of running out of hit points.</p><p></p><p>However, many spells allow for abilities far beyond the skill of the martial types; I can't think of a martial ability that can match the fury of a <em>meteor storm</em> on multiple opponents at once, for example. Then there's things like <em>teleport</em>, <em>charm/dominate</em> and <em>divinations</em> that don't have any kind of parallel on the martial side.</p><p></p><p>It's primarily when these spells get whipped out that I'd expect to see drawbacks; 3E generally tried to use XP & gold limitations, 4E uses casting time & gold. Personally, I don't like these approaches.</p><p></p><p>What I'm interested in would be something akin to:</p><p></p><p>* Casting a divination to learn the enemy's plan, but gaining amnesia, forgetting your friends, former associates and most of your memories in return.</p><p></p><p>* Casting a charm on an enemy, but being poisoned in the process.</p><p></p><p>* Hasted actions, but great fatigue afterward</p><p></p><p>* Invisiblity drenches you in freezing, non-evaporating water, possibly causing hypothermia if you stay invisible for too long.</p><p></p><p>* Unleashing an extra lightning bolt for the day, but overcome with a severe headache that makes it difficult to concentrate</p><p></p><p>* Casting an augury to gain insight on which way to go, but an allied NPC back in town suffers an accident. Or perhaps an enemy deeper in the dungeon automatically learns of the party's presence.</p><p></p><p>With the caveat that all of these drawbacks must be <em>endured</em>. Getting the party cleric to cast <em>Neutralize Poison</em> on you would disrupt the charm; reminding the wizard of past deeds and friendships would cause part or all of the divination to be forgotten, etc.</p></blockquote><p></p>
[QUOTE="Stormonu, post: 5743615, member: 52734"] This is a good point in that pre 4E, the spellcasters have finite resources, whereas the martial characters generally only have a limitation of running out of hit points. However, many spells allow for abilities far beyond the skill of the martial types; I can't think of a martial ability that can match the fury of a [I]meteor storm[/I] on multiple opponents at once, for example. Then there's things like [I]teleport[/I], [I]charm/dominate[/I] and [I]divinations[/I] that don't have any kind of parallel on the martial side. It's primarily when these spells get whipped out that I'd expect to see drawbacks; 3E generally tried to use XP & gold limitations, 4E uses casting time & gold. Personally, I don't like these approaches. What I'm interested in would be something akin to: * Casting a divination to learn the enemy's plan, but gaining amnesia, forgetting your friends, former associates and most of your memories in return. * Casting a charm on an enemy, but being poisoned in the process. * Hasted actions, but great fatigue afterward * Invisiblity drenches you in freezing, non-evaporating water, possibly causing hypothermia if you stay invisible for too long. * Unleashing an extra lightning bolt for the day, but overcome with a severe headache that makes it difficult to concentrate * Casting an augury to gain insight on which way to go, but an allied NPC back in town suffers an accident. Or perhaps an enemy deeper in the dungeon automatically learns of the party's presence. With the caveat that all of these drawbacks must be [I]endured[/I]. Getting the party cleric to cast [I]Neutralize Poison[/I] on you would disrupt the charm; reminding the wizard of past deeds and friendships would cause part or all of the divination to be forgotten, etc. [/QUOTE]
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