The game is based on 4e rules and I'm guessing the lore interpreted through that lens. This isn't a strict rule set adaptation. As I understand it, what works from 4e is being used and what doesn't is not.
Earlier editions of D&D seem to have very clunky mechanics when trying to adapt to the type of real time environment that MMOs use. I think different rule sets work well for different kinds of scenarios. The 4e rules seem to work good for online games.
okay so spellplague made magic weaker in 4e but now wizards have unlimited weak spells?
Its not weaker or stronger, but rather 'out of control' and 'working as intended'. The limitation of mystra of not having high lvl spells is still there. However, 'out of control' magic known as spellscar exist with blue flame which is regarded dangerous.
okay so spellplague made magic weaker in 4e but now wizards have unlimited weak spells?
Wizards do not have 'unlimited' spells. -some- spells can be cast at-will. These are usually low-damage or minimal effect spells that, although useful, are not so powerful as to be balancing. This includes a low-damage magic missile attack, or a spell that can teleport you a short distance, say 5 feet. I usually compare these kinds of spells to Cantrips in earlier editions.
They also get encounter and daily powers. These powers can be used with a five minute, or six-hour rest, and are considerably more powerful. This allows wizards to be able to contribute more in a battle than 'I swing my quarterstaff at the kobold and miss'.
Most classes have a set-up like this, but it's not all ranged. Martial classes, like the fighter, rogue and ranger, have damage that is determined by the weapon. their at-will powers are usually very straight-forward, providing a bonus to-hit, or possibly bonus damage, or they might have a smaller, additional benefit like making it easier to hit next round, or pushing the target 5 feet.
This sort of evens the playing field. All classes have an equal opportunity to contribute in a fight, but in their own way. In other editions, there were issues with the wizard and the fighter often trading roles. In my experience, few players chose to play just a Fighter. Most players wanted to be a wizard or other spell casting class, due to the inherent power.
Anyways, not to get into a rant, but with changes like this, naturally, there has to be setting information that supports this. So.. Spellplague. I hope this clarifies the whole 'So spells are free' issue.
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iamtruthseekerMember, Moonstars, Neverwinter Beta UsersPosts: 0Arc User
edited August 2012
Long story short, the spellplaque changed all magic as we know it so we could explain the mechanics chhange (in the FR) from 3rd ed to 4th ed. If you want more contextual you can read the second post in the New Users FAQ under "Do I need to own or have played Neverwinter Nights or Neverwinter Nights 2? When does it take place? Is the gameplay the same?"
But be warned, the poster there is a bit of a know-it-all
Comments
Earlier editions of D&D seem to have very clunky mechanics when trying to adapt to the type of real time environment that MMOs use. I think different rule sets work well for different kinds of scenarios. The 4e rules seem to work good for online games.
I know during the spell plague magic wasn't working.
okay so spellplague made magic weaker in 4e but now wizards have unlimited weak spells?
Its not weaker or stronger, but rather 'out of control' and 'working as intended'. The limitation of mystra of not having high lvl spells is still there. However, 'out of control' magic known as spellscar exist with blue flame which is regarded dangerous.
Wizards do not have 'unlimited' spells. -some- spells can be cast at-will. These are usually low-damage or minimal effect spells that, although useful, are not so powerful as to be balancing. This includes a low-damage magic missile attack, or a spell that can teleport you a short distance, say 5 feet. I usually compare these kinds of spells to Cantrips in earlier editions.
They also get encounter and daily powers. These powers can be used with a five minute, or six-hour rest, and are considerably more powerful. This allows wizards to be able to contribute more in a battle than 'I swing my quarterstaff at the kobold and miss'.
Most classes have a set-up like this, but it's not all ranged. Martial classes, like the fighter, rogue and ranger, have damage that is determined by the weapon. their at-will powers are usually very straight-forward, providing a bonus to-hit, or possibly bonus damage, or they might have a smaller, additional benefit like making it easier to hit next round, or pushing the target 5 feet.
This sort of evens the playing field. All classes have an equal opportunity to contribute in a fight, but in their own way. In other editions, there were issues with the wizard and the fighter often trading roles. In my experience, few players chose to play just a Fighter. Most players wanted to be a wizard or other spell casting class, due to the inherent power.
Anyways, not to get into a rant, but with changes like this, naturally, there has to be setting information that supports this. So.. Spellplague. I hope this clarifies the whole 'So spells are free' issue.
But be warned, the poster there is a bit of a know-it-all