Olgar Shiverstone
Legend
I suspect they were trying to prevent the super-evoker who prohibits Divination and Necromancy -- but I suspect people will find a way around it.
Olgar Shiverstone said:Sorcerer spell swaps: guess it's only one spell at each level. That's a nice feature, and balances nicely (though not as flavorful as thematic spell chains, but that would require reworking the whole mechanics).
Olgar Shiverstone said:I think I agree with you. The schools aren't created equal -- and this effectively treats them all equally (except divination, which can't be ignored, for whatever reason).
I was hoping for a move more like the mechanics in HOHF:Elves, which assigned a point value to each school -- by specializing, you had to prohibit an equal point value of schools, but you could restrict any of them.
Maybe someone else can share a good argument in favor; right now I'm kind of![]()
Since Innuendo has been eliminated and rolled into Bluff, that's actually two Cha skills all in one.JoeBlank said:And based upon the revised sorcerer skill list they posted:
"Bluff, Concentration, Craft, Knowledge (Arcana), Prefession, and Spellcraft."
it looks like the only change is the addition of Bluff. The loss of Scry and incorporation of Alchemy into Craft are the result of changes in the skills themselves.
Looks like WoTC heard the pleas that sorcerers needed a Cha-based skill, but did not want them to become diplomats. Makes sense to me, sneaky spellcasters always hiding their true intentions.
Elder-Basilisk said:I third that. This is a truly boneheaded change. Instead of having people pick divination as an opposition school (and I don't know of any character who's done that in any of the games I've played), people will probably pick either enchantment, illusion, or necromancy. Evocation, Transmutation, and Conjuration are too important to give up if you have to give up something else AS WELL. Abjuration has a number of essential spells (like dispel magic). And Divination can't be chosen as a banned school.
As for the so-called super evokers with divination and necromancy prohibited, they weren't even legal in 3e. (And evokers weren't anything special anyway--Transmuters were the ones to worry about). An Evoker had to give up three schools if either divination or necromancy was on the list.
Evokers are all going to have the same prohibited schools - Enchantment and Necromancy. Illusion is useful because it has some good defensive spells (such as Mirror Image). Most Evokers don't like spells that you can save against for NO damage, something that Enchantment has in droves. And Necromancy, even with a few added spells like the ones on the WotC website, is the red-headed stepchild of spell schools.Elder-Basilisk said:An Evoker had to give up three schools if either divination or necromancy was on the list.