Storm Raven said:
It is actually a "power up" for conjurers, transmuters and evokers, since it makes the relative cost of specializing in those schools less than it is now. It also unbalances those spcializations with respect to enchanters, illusionists, and necromancers.
Your theory needs work, since it doesn't hold up under scrutiny.
Uhm, unless the Conjurer, Evoker or Transmuter selected one of the other three schools as their prohibited school, perhaps? Really this has always been the most sensable choice in my opinion for the three schools. This really makes taking two
underpowered schools the best choice, while before sacrificing a single powerful school was also possible.
Also, as far as everyone wanting a point buy style school selection, it's real easy to reverse engneer one from the 3E PH:
Choose any number of schools worth at
least the same number of points as the school you choose to specialize in
Necromancy, Divination - 1 Point
Enchantment, Illusion, Abjuration - 2 Points
Conjuration, Evocation, Transmutation - 3 points
(this gives the exact same results as the 3E PH's rules)
Improving the ranger's stealth dosn't really hurt the rogue at all. Remember: sneak attack. Also, I think we need to ask Shadowstar to confirm the special abilities list for the rogue is the same (wouldn't be suprised if it included Hide in Pain Sight). Even if it's not there for the rogue, it's really not a big deal, having more than one stealthy PC in a group is a very good thing, scouting is very dangerous.... (high level monks have the best saves, good to great AC(both normal and touch), the ability to understand any language, go etheral, insane speed and several other great scouting abilities, after all... who's complaining about them?)