Wicht
Hero
Spell Mastery.
That's another one.
Spell Mastery.
I'm pretty sure the Twitter quote of "Only tricksters can see the thief-king!" certainly leads thoughts down the path of "Only X class will be able to do/use Y". It doesn't have to be proven that a circumstance WILL happen to point out that the circujmstance is bad, only the fact that it's still a possibility that's still on the table. One is certainly entitled to yell "Please don't chop off my head!" if a stranger walks into the room with an axe, even if the chance is fairly remote.![]()
Yes, there is: "I CAN'T get it to work BETTER for me, whose arbitrarily-determined class group is not, according to WotC, to be experienced with such things, even though my particular character/class/archetype actually should have it work BETTER for me."
If you're saying someone gets a special benefit because of X, that's introducing the same problem as saying that someone is barred from that special benefit because they are not X. When X makes sense, no problem. When X is unrelated to the actual kind of character you're playing, problem. Class groups are not related to the actual kind of character you're playing. There are elements that would be (ability scores, particular proficiencies, etc.).
All of this "tends to" is completely irrelevant to characters in the specific. Perhaps a rogue character is a trickster and socialite, someone who wants to be seen and not be stealthy.
N... based on their class group, which can't help but be arbitrary, because it has no relation to how the character is actually conceived of and played.
I haven't seen anything that this system helps to accomplish that requires this system to accomplish. Elucidate me.
Master Specialist, Complete Mage, requires 3 levels of a specialist wizard.What about Prestige Classes?
Master Specialist, Complete Mage, requires 3 levels of a specialist wizard.
Master Specialist, Complete Mage, requires 3 levels of a specialist wizard.
I should get a prize.![]()
Ah, I never read Complete Mage.
Some designer did indeed get lazy.
Edit: I would give you XP by way of prize, but it says I gotta spread it around first.![]()
The thing is, to come back to your article, you mention Streamlining Decision-Making as one of your 5 virtues. I happen to agree a lot with that. It's just that your "fighter learning fireball" example seems to be in direct contradiction.
1) If the ranger casts spells in a spontaneous / instinctive manner (à la Sorcerer), I'd say no, he can use scrolls. But that's just my taste. If the game went and said such a ranger can use scrolls, it wouldn't be the end of the world to me;
2) If the ranger is more of an "academic" wizard, with a spellbook and all, I'd say yes use scrolls. After all, if he's using a scrollbook, he can surely use a scrollpage, right?
So there you have it, and even though it's a bit tangential to the debate: if someone uses a spellbook to learn his spells, he can use scrolls. Clear, logical, coherent.
No reason to learn magic? Why the hell not? Is he never wounded? Does he think he will go through all of his adventuring life without having his life threatened at least once by injury, poison or some such thing?
First of all, before I address this, let me stress that I find your example to be an extremely corner case, that has no basis outside of supporting your argument.
That being said, are rogues/thieves really the best way to represent what you're describing? Your "thieves of life" are stealing life, that doesn't make them thieves.
It might help you to think about it this way: a player who knows they want to play a dude in heavy armor with a big sword who blasts fire all around has a distinct archetype that they want to play. Their decision-making is streamlined: they will pick abilities that enhance their armor, that enhance their big swords, and that enhance their ability to toss around fire. Their chosen kind of character might make perfect sense at the table and with the group. There might even be a group of fire-using warriors in the world that the character fits into. It's not exactly a traditional D&D archetype, but for that player, in that game, it is a kind of character that makes a lot of sense and sounds like fun to them.
All they need is the Fighter class, and then to swap some of the fighter abilities for big blasty fire spells (like burning hands and fireball and wall of fire and maybe meteor swarm). Should be something an individual DM can do easy and quick -- a simple swap-out of certain abilities at certain levels for others. It's still streamlined decision-making, it just involves being given Fireball in place of some other fighter feature that is irrelevant to the character.
So, if 5e uses class groups, and sorcerers are "mages," even illiterate, barbarian sorcerers will be able to use (or "get extra effects out of") mage-group items like scrolls and tomes.
Meanwhile, if 5e uses a system more like I'm proposing, they can perhaps use "Spellbook Proficiency" as a prerequisite to using scrolls and the like, and now no illiterate barbarian sorcerer will be able to use the items, and also a scholar-priest who prepares a spellbook WILL be able to use them, and all that makes a lot more sense.
It's not that exceptional -- 4e-style bards are thieves who learn healing magic, and though their fiction is different, they're going to be just as irked if only priests get all the good healing effects.
They belong to a criminal underworld of skulking characters who dwell in shadow and live by their wits, they just also happen to be able to heal. They sound like rogues to me.
But then that's part of the issue with the class groups: defining them isn't going to be consistent or obvious.
To be able to have something like what you're suggesting explicitly stated in the rules book, you'd need to either:
1) Make sure that, for level X, all class abilities from all classes are equivalent (so you can for example swap a 5th lvl Fighter class ability for a 5th lvl Wizard ability);
OR
2) Have some kind of a chart that tells you class abilities are worth in relation to each other.
First solution is probably the easier one, even though I see at least two potential problems:
*Some people will see this as too 4th edition-esque;
*comparing non-spell casters with spell casters may become a little bit of a headache.
Second solution, frankly, is a Rolemaster-esque nightmare: can you imagine the number and size of charts required? Furthermore, it wouldn't take into account new classes.
Now, if you want as a house-rule to make said swap of abilities and everybody at your table agrees, then go ahead and do it! You don't need anything from the rules and this discussion becomes a bit unnecessary.
Well, we don't know that hypothetical class group "Mage" will grant all its classes scroll proficiency. To bring that up to support your point after I answered your question is kinda fishy, to say the least.
It's only terminology, but I'm fine with saying that Bards are Rogue characters. However, I wouldn't call them thieves. Bards are not people who steal but also happen to sing while doing it (which wouldn't be conductive to a long and successful career, I might add)
As a campaign idea, what you're describing sounds like fun.
But rules-wise, we're back to the fireball-tossing fighter. It's too much of a corner case and too much of a hassle to include in the core rules. If you want them, house-rule them.