Azarkon
Arcane
- Joined
- Oct 7, 2005
- Messages
- 2,989
Volourn said:Youa re an idiot. Any character that craftes magic items deals with the xp loss; not just mages. Morons.
Doesn't explain why experience is character power. If it's character power, then any time I expand power, I would lose some of it. That's clearly not the case for classes that do not craft magic items. So why should it be for classes that do?
Namely, you need to rethink the whole experience is character power definition. It doesn't work, unless character power can only be expanded while making magic items, which makes no sense.
EDIT: Also, read the article below to see why if you equate experience with power in general, then the process of making items actually multiplicatively increases your relative "power." In other words, if we assume for a second that experience is character power, then character power can be infinitely amplified through insertion into magic items. Wonderful.
Don't be stupid. Meteor swarm is taxing as is catsing spells... that's why you can only cast so many in one day, and in soem cases castingc ertain spells costs you xp as well. The reason why itemc reation costs xp is because you are empowering the item with the magic permenately unlike casting a meteor swarm which is cast just once, and that's it. D00fus!
How many times do I have to tell you that describing something isn't an argument? *Why* does imbuing a wand of magic missile with the ability to cast magic missile for a limited amount of time cost xp, but casting magic missile does not? Isn't experience power, according to you? If I expand power in casting a spell, and I definitely do, then shouldn't I lose exp, if experience was power? Why is experience a special sort of power that somehow only applies when I'm crafting magical items? Because of permanence? So I'm expanding my ... "power" ... which is gained by killing monsters and can be replenished by fireballing a group of orcs ... to provide a permanent magic source for an enchantment? How much sense does that make?
It's an arbitrary restriction imposed for no reasons of realism or sensibility, but purely to prevent people from spam creating items: therefore, a useless baggage in CRPGs.
How cna you argue against a system when you are so stupid you don't even understand how it works. Afterall, you are the one claimed that only mages get hit with xp loss. Idiot.
Like how you argue all the time?
Ah... The 'ol 'I'm not a powergamer; but you are!" XP is not that eaisly to get back. It's a permenant loss, and orc caves don't grow on trees. And, your example is ultra lame when the same cna be done with gold. Look at this, I just said all my gold on itemc reation, let's go kill the orcs for some more. LOLOLOLOL How is that any different?
It's not different, which is the reason exp loss is redundant and a horrible idea. Why is gold insufficient for the creation of magic items, providing that you limit it in the same way you limit "orcs that grow on trees"?
It's like some designer woke up one day and thought to himself, "gee whiz, gold is like toilet paper in our world and it's just so frustrating that everyone has so much of it and can create so many magic items! Since gold inflation is such a hopeless problem, let's just make it so that experience, instead of gold, is the unit of transaction! Nevermind that the solution should be to limit the amount of gold in the world. Nevermind that it makes no logical sense that a crafter would become better at crafting through slaying dragons. Screw logic and rationality; let's bring D&D back to its roots: killing monsters for phat lewts!"
Didn't make sense in PnP, and certainly doesn't make sense in monty haul CRPGs where the items you obtain in dungeons obviate the need for crafting nigh universally. Obsidian's testers, while the solution they've created is far from perfect, at least sees the utter retardation of the original concept.