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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
4e Wizards - No More Necromancers, Enchanters, Summoners???
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<blockquote data-quote="Lonely Tylenol" data-source="post: 3965580" data-attributes="member: 18549"><p>I think you're right, and that a major paradigm shift is in order here. As abhorrent as the notion is to some people, we must stop thinking of classes as being roles, jobs, or archetypes, and start thinking of them as lists of powers siloed together in convenient packages. </p><p></p><p>You want to be an enchanter, you take levels of psion and call yourself an enchanter. You want to be a necromancer who summons spirits to damage his enemies, you build a wizard or warlock and choose powers that suit your shtick, then staple your special effects on the top.</p><p></p><p>This actually suits me fine, since I like GURPS or HERO-type build-your-own character systems. This is just the way you do it with a class-based system: choose a main list of powers to start with and use feats to multiclass the character in the direction you like. Once there are more classes to work from, like necromancers, psions, and illusionists, there will be more options for customization, and more ways to realize a concept. The necromancer I mention could be built the way I describe above, or it could be an actual necromancer class with warlock and wizard powers added on, depending on how you want to do it.</p><p></p><p>This is based on a fairly optimistic expectation of how multiclassing will work, of course, but if they pull it off, it'll turn classes into a toolbox for character design rather than a set of predetermined roles that need to be modified or discarded.</p><p></p><p>Of course, given wizard implements and warlock pacts and other things of that sort, I have to wonder how free-form that toolbox will be.</p></blockquote><p></p>
[QUOTE="Lonely Tylenol, post: 3965580, member: 18549"] I think you're right, and that a major paradigm shift is in order here. As abhorrent as the notion is to some people, we must stop thinking of classes as being roles, jobs, or archetypes, and start thinking of them as lists of powers siloed together in convenient packages. You want to be an enchanter, you take levels of psion and call yourself an enchanter. You want to be a necromancer who summons spirits to damage his enemies, you build a wizard or warlock and choose powers that suit your shtick, then staple your special effects on the top. This actually suits me fine, since I like GURPS or HERO-type build-your-own character systems. This is just the way you do it with a class-based system: choose a main list of powers to start with and use feats to multiclass the character in the direction you like. Once there are more classes to work from, like necromancers, psions, and illusionists, there will be more options for customization, and more ways to realize a concept. The necromancer I mention could be built the way I describe above, or it could be an actual necromancer class with warlock and wizard powers added on, depending on how you want to do it. This is based on a fairly optimistic expectation of how multiclassing will work, of course, but if they pull it off, it'll turn classes into a toolbox for character design rather than a set of predetermined roles that need to be modified or discarded. Of course, given wizard implements and warlock pacts and other things of that sort, I have to wonder how free-form that toolbox will be. [/QUOTE]
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4e Wizards - No More Necromancers, Enchanters, Summoners???
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