I see post after post about how being a wizard is far more difficult than any other class on the game. This is true given their weakness and inability to meditate (the primary source of the power) till level fourteen. But, why is this difficulty compounded by the tediousness that is the School of Wonder? No other guild requires twenty (I estimate) quests in order to graduate. The young wizard will go onto another school besides (mage, enchanted, etc.) and be tested there as well.
The School of Wonder is a lovely idea, but is stretched to a point that makes it more cumbersome than enjoyable and makes a difficult class only more frustrating for the player.
Change the School of Wonder (PLEASE?!)
Change the School of Wonder (PLEASE?!)
~ You cannot catch a Shadow.
Tycho closes his eyes as he shakes his head, 'Do not give the Hin wine, it is like feeding gremlins after midnight...'
Tycho closes his eyes as he shakes his head, 'Do not give the Hin wine, it is like feeding gremlins after midnight...'
Re: Change the School of Wonder (PLEASE?!)
I will comment and say that I agree with you, Kinni, to a point.
Though I'm curious which parts to you are tedious? In your opinion,
how can we give it a little tune up? I have a few wizards myself and
found it just the same at times, but with all things, worth the
while. At the end, you have that sense of achivement. However, I
think it could use an update, even if small.
The Ranger's guild quest also has you complete a good amount of tasks,
but in a manner better targeted. Rogues also are able to go through
the Bardic school. So, wizards aren't entirely alone in that aspect.
When joining Enchanters/Mages/etc guild, the quest is not -normally- that
expansive beyond paying a joining fee or a simple go here and fetch that.
So in that reguard, I believe the lessons should still have some difficulty
while also being a way to prepare you for whats ahead in life as a wizard!
Personally, I like the Basic Magical Theory, (I think is the name of the
class,) in directly using a spell taught to show how it works. The character is
being involved with the teacher and it adds that special zing! It is informative
and it teaches spot on how to use the spell.
- Being more detailed with exact spells would be more exciting.
- Having the teacher offer an example when it is best to use those
spells, when it is not and so on.
I'm having trouble coming up with exact ideas right now, but I'm sure if we
expanded some more, that would be helpful. I'll give this more
thought myself and post again. Thanks for bringing up this suggestion!
Though I'm curious which parts to you are tedious? In your opinion,
how can we give it a little tune up? I have a few wizards myself and
found it just the same at times, but with all things, worth the
while. At the end, you have that sense of achivement. However, I
think it could use an update, even if small.
The Ranger's guild quest also has you complete a good amount of tasks,
but in a manner better targeted. Rogues also are able to go through
the Bardic school. So, wizards aren't entirely alone in that aspect.
When joining Enchanters/Mages/etc guild, the quest is not -normally- that
expansive beyond paying a joining fee or a simple go here and fetch that.
So in that reguard, I believe the lessons should still have some difficulty
while also being a way to prepare you for whats ahead in life as a wizard!
Personally, I like the Basic Magical Theory, (I think is the name of the
class,) in directly using a spell taught to show how it works. The character is
being involved with the teacher and it adds that special zing! It is informative
and it teaches spot on how to use the spell.
- Being more detailed with exact spells would be more exciting.
- Having the teacher offer an example when it is best to use those
spells, when it is not and so on.
I'm having trouble coming up with exact ideas right now, but I'm sure if we
expanded some more, that would be helpful. I'll give this more
thought myself and post again. Thanks for bringing up this suggestion!
Autumn is a second spring where every leaf has its turn to be a flower.
- Albert Camus
- Albert Camus
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Re: Change the School of Wonder (PLEASE?!)
Just my two cents...
I'm making a mage soon and while I can't comment on the quest aspect of the SoW, I must say that not being able to meditate until level 14 isn't really much of a disadvantage at all, at least in my opinion.
I mean, until level 10 you're pretty much in absolutely no danger if you do it properly, and after that it's just four levels to go. Not even, really...you can learn any skill 5 levels before the skill level, so at 9, hypothetically, you could learn meditate. The cost would be great in terms of xp, but who cares, if you're still in safety? That, to me, is a non-issue.
I'm making a mage soon and while I can't comment on the quest aspect of the SoW, I must say that not being able to meditate until level 14 isn't really much of a disadvantage at all, at least in my opinion.
I mean, until level 10 you're pretty much in absolutely no danger if you do it properly, and after that it's just four levels to go. Not even, really...you can learn any skill 5 levels before the skill level, so at 9, hypothetically, you could learn meditate. The cost would be great in terms of xp, but who cares, if you're still in safety? That, to me, is a non-issue.
"This girl is...remarkably prudent...sheds many tears; has a happy expression..."
Duh Duh Duh DUT *ChickChick*
"I Live to Serve."
"Oh, by the way-you're under arrest."*Chuckle*
Duh Duh Duh DUT *ChickChick*
"I Live to Serve."
"Oh, by the way-you're under arrest."*Chuckle*
Re: Change the School of Wonder (PLEASE?!)
A discussion about meditate can be found here (look at the last two pages).
Honestly, I wish more guilds had quest chains like the School of Wonder. It's fun, you do a lot of different quests, and you get some good rewards for it. It's a lot better than simply paying coin and joining the Fighter's Guild.
Paladins, thieves, bards, rangers, and clerics all require significant time and/or roleplay in order to become their necessary guilded class. For a class that's the strongest in the game (wizards), I feel the School of Wonder is fine as it is.
Honestly, I wish more guilds had quest chains like the School of Wonder. It's fun, you do a lot of different quests, and you get some good rewards for it. It's a lot better than simply paying coin and joining the Fighter's Guild.
Paladins, thieves, bards, rangers, and clerics all require significant time and/or roleplay in order to become their necessary guilded class. For a class that's the strongest in the game (wizards), I feel the School of Wonder is fine as it is.
~Vanguardier Athon, High Priest of Torm~
~Moranall, Fighter of Waterdeep~
~Moranall, Fighter of Waterdeep~
Re: Change the School of Wonder (PLEASE?!)
Do not get me wrong, I love the idea of the School of Wonder. It's great in theory but the practice could use some tweaking. At a level ten, walking to Berdusk is a dangerous and long venture for a wizard and the SoW makes you do this not once, but twice. Mohana had what I think is an excellent suggestion: When enrolling in the school, have the headmaster supply you with a list of the books you will need for your classes. Maybe even a list of books AND materials. This seems more ICly appropriate anyway.
I also find that some of this history classes may not be necessary and/or appropriate. History of Magic (i.e. information about the Time of Troubles is great), the others seem a bit forced. None of the other guilds require an understanding of the history of the world. I think a separate school for people like Kinni who are curious about everything and that gives information on history (maybe attached to the museum in Waterdeep which she frequents for information) might be nice, but that is a separate issue.
I love Nearraba's idea of more in-class or in-building quests. "Here's how, why, and when you should use XYZ spell. Now you try!" The classes could use some slight tweaking, there is one that sends you to the basement three-four separate times just to here a one sentence blurb from so-and-so. As a builder for two old games (both MUSHes), I'd be happy to help in any way possible if there is any agreement on these "issues".
I also find that some of this history classes may not be necessary and/or appropriate. History of Magic (i.e. information about the Time of Troubles is great), the others seem a bit forced. None of the other guilds require an understanding of the history of the world. I think a separate school for people like Kinni who are curious about everything and that gives information on history (maybe attached to the museum in Waterdeep which she frequents for information) might be nice, but that is a separate issue.
I love Nearraba's idea of more in-class or in-building quests. "Here's how, why, and when you should use XYZ spell. Now you try!" The classes could use some slight tweaking, there is one that sends you to the basement three-four separate times just to here a one sentence blurb from so-and-so. As a builder for two old games (both MUSHes), I'd be happy to help in any way possible if there is any agreement on these "issues".
~ You cannot catch a Shadow.
Tycho closes his eyes as he shakes his head, 'Do not give the Hin wine, it is like feeding gremlins after midnight...'
Tycho closes his eyes as he shakes his head, 'Do not give the Hin wine, it is like feeding gremlins after midnight...'
Re: Change the School of Wonder (PLEASE?!)
I definitely agree the go get this, go fetch this, go find this, or ask for this part of the School of Wonder is tedious, and would like to see the School go from that, to something more useful, or practical. In school classes about spells, all spheres would be more practical on directing you to the guild of your choice. It might help someone decide on a guild they don't understand, or choose something different then they originally thought to use.
Re: Change the School of Wonder (PLEASE?!)
This is an excellent idea! More information = more information decisions = better RP! Maybe there could be riddles that can turn finding some of the more "unique" guilds (necromancy, invoker, etc.) into a quest. Mage and enchanter are available through the SoW, but giving other wizards a starting direction where to go afterwards - especially important for evilly aligned characters that work mainly alone or for a character that sets a path for the little-accepted practice of necromancy.Tyeslan wrote:In school classes about spells, all spheres would be more practical on directing you to the guild of your choice. It might help someone decide on a guild they don't understand, or choose something different then they originally thought to use.
~ You cannot catch a Shadow.
Tycho closes his eyes as he shakes his head, 'Do not give the Hin wine, it is like feeding gremlins after midnight...'
Tycho closes his eyes as he shakes his head, 'Do not give the Hin wine, it is like feeding gremlins after midnight...'