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[3.5 Whinge] Diviners still got the shaft!
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<blockquote data-quote="BryonD" data-source="post: 1030028" data-attributes="member: 957"><p>I do not think the problem is that Diviners got the shaft.</p><p></p><p>First - In D&D clerics are basically better at divination than wizards. Now if you think this is a bad idea, then you may have a complaint, but regardless, you are stuck.</p><p></p><p>Second - Specialist are really no better at their specialty than any other wizard. A diviner is a bit better at LEARNING to divine than an evoker, but is not one drop better at actually divining. He can't even do more divining per day than the evoker unless he completely dedicates himself to 100% divinations. But nobody ever prepares all of their spells from a single school. So a diviner does not really get a bonus divination spell. He, in effect, gets a bonus spell per level and an associated limitation that he must prepare at least one divination per level.</p><p></p><p>So, between these two items, a diviner does not really have any significant divination perks. </p><p></p><p>Its like two guys decide to raise dogs. The first guy decides to raise greyhounds. He doesn't try to do anything special, he just raises greyhounds. The other guy decides to raise beagles. But he doesn't just want to raise beagles, he wants to breed his beagles to get the fastest beagles. His speed specialized beagles will still be slower than the other guys greyhounds. Beagles didn't get shafted, he just made a non-optimal choice.</p><p></p><p>It is a silly quirk of the system that the name diviner implies more than it really means.</p><p></p><p>Shooting from the hip: A mechanic that allowed a diviner to cast all cleric divination spells at their level as arcane spells, naturally arcane divination spells at one level lower and all non-divination arcane spells as one level higher could make a much more interesting character. (Or at least a revisied version of this with more than 30 seconds thought put into it could)</p></blockquote><p></p>
[QUOTE="BryonD, post: 1030028, member: 957"] I do not think the problem is that Diviners got the shaft. First - In D&D clerics are basically better at divination than wizards. Now if you think this is a bad idea, then you may have a complaint, but regardless, you are stuck. Second - Specialist are really no better at their specialty than any other wizard. A diviner is a bit better at LEARNING to divine than an evoker, but is not one drop better at actually divining. He can't even do more divining per day than the evoker unless he completely dedicates himself to 100% divinations. But nobody ever prepares all of their spells from a single school. So a diviner does not really get a bonus divination spell. He, in effect, gets a bonus spell per level and an associated limitation that he must prepare at least one divination per level. So, between these two items, a diviner does not really have any significant divination perks. Its like two guys decide to raise dogs. The first guy decides to raise greyhounds. He doesn't try to do anything special, he just raises greyhounds. The other guy decides to raise beagles. But he doesn't just want to raise beagles, he wants to breed his beagles to get the fastest beagles. His speed specialized beagles will still be slower than the other guys greyhounds. Beagles didn't get shafted, he just made a non-optimal choice. It is a silly quirk of the system that the name diviner implies more than it really means. Shooting from the hip: A mechanic that allowed a diviner to cast all cleric divination spells at their level as arcane spells, naturally arcane divination spells at one level lower and all non-divination arcane spells as one level higher could make a much more interesting character. (Or at least a revisied version of this with more than 30 seconds thought put into it could) [/QUOTE]
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[3.5 Whinge] Diviners still got the shaft!
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