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Clearly I personally agree with you wholeheartedly! But I am aware that other people's budgets are limited and they can't afford much if anything to spend on their hobby. Been there, done that. In that event, all we can hope is that when their situation changes, their willingness to support what they love will be there.
There was one new 'DDO bash' on that thread. Someone felt that DDO sucked because mnemonic (spell point) potions were difficult to find and/or expensive. They felt that the use of 'Rest Shrines' to replenish SP was somehow inherently inferior to self-regenerating SP, making casters gimped or useless. Clearly they never ran with a good caster. :) Most of us have at times felt casters were OVERpowered, not under. Yes, the Rest Shrine mechanic requires a caster to learn to pace their SP usage. Seems to me in a perfect world self-regenerating SP should do likewise. What it does change is that if you over-cast, you can't just hide in a corner and wait for your SP to come back.. thus taking the 'noob' nerf away. Personally, I think that makes the game better, not worse.
Any caster that regularly depends on SP potions lacks skill. I personally almost never use any except on raids. True, if you solo as a caster that may be different, but soloing is a style choice and not the focus of DDO: DDO is designed as a cooperative game.. just like the D&D on which it is based.
For anyone who (like me) didn't get this reference:
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Vancian Magic is a specific form of "rule magic" that conforms to these functional rules (along with whatever other metaphysics the writer chooses):
Magical effects are packaged into distinct spells; each spell has one fixed purpose. A spell that throws a ball of fire at an enemy just throws balls of fire, and generally cannot be "turned down" to light a cigarette, for instance.
Spells represent a kind of "magic-bomb" which must be prepared in advance of actual use, and each prepared spell can be used only once before needing to be prepared again. That's why it is also known as "Fire & Forget magic."
Magicians have a finite capacity of prepared spells which is the de facto measure of their skill and/or power as magicians. A wizard using magic for combat is thus something like a living gun: he must be "loaded" with spells beforehand and can run out of magical "ammunition".
The name comes from the late Jack Vance, writer of exotic Science Fiction and Fantasy. Vancian magic first appears in his Dying Earth. Gary Gygax and his collaborator Dave Arneson subsequently "borrowed" the basic ideas for the magic system of Trope Codifier Dungeons & Dragons.
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from tvtropes.org
True. Limited SP is MUCH less painful than having to memorize specific spells. Using 'true D&D' rules would muck up DDO in a couple of nasty ways:
1. Every quest and every rest shrine, the casters who know the quests change out EVERY SPELL for the ones specific to the next part of the quest.. puncutated by questions like: 'Can anyone pick the lock on the chest below the Beholder, or should I prep a Knock spell?'.
2. Casters who DON'T know the quests find that 1/2 to 3/4 of the spells they prepared are useless, rendering them even more irrelevant than the SP-less caster.
3. TR groups simply leave the caster behind to make these changes, rendering him/her even more useless, since by the time he finishes, so have they (the entire quest).
In fact, familiarity with the quests would modify caster behavior and power to such an extent that those who worry about the unbalancing effects of P2W would blanch. (The same happens if you replay any D&D-based single-player computer RPG.. you know what to prep, so you become ridiculously more effective 2nd time thru). Vancian casting is kind of like the 'russian roulette' of RPG. Good spell selection makes the wizard a god.. poor selection makes him worm food (or at least non-contributing).
contrasting the wizard who must 'deduce' the spells needed for the day ahead...and what out of his (vast?) repetoire would fit.
That said, in pnp there isn't as much combat, and you can abuse the hell out of spells with some creative munchkinism and patience. DDO tends to reward creative munchkinism with hanging the quest (I am certain devs are sick of 'rescuing' us after i break another quest on us).
Peeve: not seen implemented in crpg or mmo the optional rule for spells from 3rd: fatigue. It's a pain to implement in pnp..but giving players fatigue from swinging swords and reaching for spells is amusing: was the price my group paid for switching to a spell point system for their spells: hurl all top level spells and hope the fighter guards your unconscious body, or streatch out the weaker ones and hope the melee doesn't tire out. Closest seen was in BG games where you just arbitrarily 'tired' after a few hours.
Definately though be an issue in DDO though...as it IS players hate resting. Hellfires, my puppy loathes it and she's often the healer/buffer/cc for the group. I'd rather quaff a mnem pot than rest, if all the buffs are still going. Actually waiting while people picked their spells EVERY SHRINE? Ugh...everyone just roll monks. =P
Fatigue might be a great playing-field equalizer if implemented in DDO. DDO tends to split into two playstyles: The multi-TR or favor farmer who blazes thru the quest at near-lightspeed (solo or group) and the newer and/or more flavor-oriented who want to experience every plot nuance and explore every nook and cranny. Needless to say, a party containing both is an unhappy party. Fatigue would slow down the zergers some.. even if Rest Shrines completely removed it, they'd have to use all of the Rest Shrines. Also, the store could sell fatigue-removal pots (Call'em 'Red Bulls' and get paid advertising royalties, even), so the pay-for-convenience crowd would have yet another thing to spend $$ on. The casual and F2P crowd need never even notice fatigue effects, let alone want to pay to remove'em. [/quote]
Completely off-topic.. I was recently playing the old Icewind Dale and when I looked up a walkthrough to answer a couple of questions about character generation, I found this one that recommended that if you wanted to play in the highest difficulty ('Insane' with 'Heart of Fury' mode on), that you should run through a couple of times first to collect gear and then build a party of 5 Half-elf Fighter/Cleric/Mage toons and 1 Fighter/Mage/Thief. Not exactly all monks (not available in that game) but lacking the usual emphasis on variety, at least.
but eh, that's be fun :P
One of the best runs had was dual paladins (well, monk/pally and pure pally) running elite spiral in the desert years ago. First lifes, non-twink, no hires. Meant no locks so no extra shrine etc. By the time we stumbled into the end we were fatigued poisoned drained hamstring bewildered and slowed and still chased under I think up to orange dungeon alert: was a fight for every step and at a few points looked hopeless :D
..and was absolute fun.
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Red Bull? You mean Crimson Gorgon, that infused regenerative potion House Cannith is selling? Heard it just came out in Celestial Cherry~
Rly? I was sure it was put out as a House J curative....
Thing with fatigue is it would go away with time. Wouldn't need to have simple running cause fatigue, just high-energy activites like combat or mentally-stressing ones like spell-casting. Many of those areas the mobs are spread out enough, you could manage your fatigue. And you could even make it so fatigue regen (can I call it that?) was lower in caves, dungeons and/or crypts and higher in the great outdoors (reflecting the additional stress of being in such environs).
Then Underdark would likely not be a good place to regen fatigue. :)
Also, the higher the difficulty, the lower the fatigue regen. THERE's a way to make EE tougher without just making HP-bag mobs with immunities!
I don't seek to recreate'em, but some of the most memorable runs I've had in DDO were ones like this: everyone running on the ragged edge, sure you're gonna wipe every second but somehow not quite.. and usually 2 people dropping out because in their opinion the run's hopeless. Seems to me those two miss out on some of the best times I've ever had in DDO. Amazing how much adrenaline can be generated by a simple game!