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Rituals

Discussion on class balance and abilities, including class-based feats and commands.

Rituals

Postby Verbannon » Wed Oct 26, 2011 10:21 pm

I was just thinking, assumingly the classes are relatively well balanced in terms of combat, probably not as good as 4e but still relatively well balanced.

However in the area of utility abilities I am assuming they aren't. That mages can teleport, speak psychically, pick any lock, turn invisible, ignore terrain and on and on and the rest of the classes are left tracking, lock picking or discerning. All of which have spell equivalents or similar that do a better job.

Anyway, I was thinking that maybe requiring component costs could balance out the (assumed) lack of utility in non-magic classes. It worked for 4e.

I say assumed because I have only played fighters here and it just may be the lone exception. Or maybe I'm, over estimating the ability of mages in this game.
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Re: Rituals

Postby nienne » Wed Oct 26, 2011 11:23 pm

Mmm... majority of spells already have a components cost, you'll find. And mages can't do all of those by default ;)
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Re: Rituals

Postby Mute » Thu Oct 27, 2011 12:52 am

Verbannon wrote:Anyway, I was thinking that maybe requiring component costs could balance out the (assumed) lack of utility in non-magic classes. It worked for 4e.


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Re: Rituals

Postby Hoeghbitten » Fri Oct 28, 2011 9:50 am

Every other class can do all those things as well, by using items or getting mages to enchant spells for them...

Else if you think mages rock...make one :)

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Re: Rituals

Postby Verbannon » Fri Oct 28, 2011 12:50 pm

I have just always been a fan of extreme balance which is why 4e appealed to me greatly and 3.5 didn't. But if the spells already cost components then this suggestion is moot. Though equipment really shouldn't be considered when debating whether classes are balanced or not.
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