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Arcane Magic, Divine Magic, Nature Magic and Psionics are too much alike.
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<blockquote data-quote="WizarDru" data-source="post: 692086" data-attributes="member: 151"><p>Which would be great...for an alternate setting, or a specific campaign. I wouldn't mind seeing that as an option, but I wouldn't want to have my options that limited. I see the four primary caster classes and the psions as being focused on different things already, and minor tweaking is all that's needed if you really want to excentuate that flavor.</p><p></p><p>For example: good clerics don't cast evil spells. Clerics have few direct-damagers, while wizards and sorcerors have few divination spells: cull those from their respective spell-lists, and you automatically have a noticable difference. Simply removing the scry and detection spells from the arcane casters dramatically changes the powers of both arcane and divine casters. Restrict some of the 'nature' spells, and possibly the creatures available through summon lists. Make summoning an evil creature an evil act, which can taint the caster. If only a druid can cast Entangle or Flesh to Stone, for example, it becomes a hallmark spell for them, instead of a 'me, too'. </p><p></p><p>There are many small things you can do to enhance the feel of a class without cutting it's legs off or making the DM's job a nightmare.</p></blockquote><p></p>
[QUOTE="WizarDru, post: 692086, member: 151"] Which would be great...for an alternate setting, or a specific campaign. I wouldn't mind seeing that as an option, but I wouldn't want to have my options that limited. I see the four primary caster classes and the psions as being focused on different things already, and minor tweaking is all that's needed if you really want to excentuate that flavor. For example: good clerics don't cast evil spells. Clerics have few direct-damagers, while wizards and sorcerors have few divination spells: cull those from their respective spell-lists, and you automatically have a noticable difference. Simply removing the scry and detection spells from the arcane casters dramatically changes the powers of both arcane and divine casters. Restrict some of the 'nature' spells, and possibly the creatures available through summon lists. Make summoning an evil creature an evil act, which can taint the caster. If only a druid can cast Entangle or Flesh to Stone, for example, it becomes a hallmark spell for them, instead of a 'me, too'. There are many small things you can do to enhance the feel of a class without cutting it's legs off or making the DM's job a nightmare. [/QUOTE]
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Community
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Arcane Magic, Divine Magic, Nature Magic and Psionics are too much alike.
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