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a wizard says what?
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<blockquote data-quote="SiderisAnon" data-source="post: 3741721" data-attributes="member: 44949"><p>I have never liked the prepared spell method, simply because I think it limits game options too much. Players tend to min-max it and have lots of combat spells prepared, never really using their neat or interesting spells. This tends to make spellcasters kind of repetitive. I also don't like the auditing that comes up because players are sometimes not so good about actually marking down what they memorized, so they can pick and choose as they go. (I won't go so far as to say "cheating", but ...)</p><p></p><p>I've tried some models that were more sorcerer class in their approach, where you can pick and choose as you go. These generally work fairly well.</p><p></p><p>Currently, I am using magic points and a heavily modified version of "Elements of Magic". Not only are there no set spell slots to fill, you don't even have set spells. The characters learn spell lists, which allow them to do certain types of magic, and then craft their spells from their pieces. In a lot of ways, it reminds me of power creation in HERO system. (Though my modified version has a bit less math and is less "hinky" in its setup than the original "Elements of Magic".)</p><p></p><p>I find this system gives the characters a lot of flexibility, since they can effectively create new spells on the fly if they have the time. This allows them to react to situations. With the signature spells that are cast quickly, the spellcasters still have their core attack and healing type spells that are used during the combat rounds. My players like this, and overall it seems to work well. It's a little harder to introduce a total newbie to, but not too badly so.</p><p></p><p></p><p>Since the OP asked about classes: I stripped out all the classes. I have six. There are the Armsman, Spellbinder, and Expert. These are the warrior, spellcaster, and skill-monkey. Then there are the Bladecaster, Taskmage, and Skillsword, who are basically half-and-half of two of the first three. Each of the six primary classes has abilities available to them that no other class can have. Each class allows you to pick and choose from a list of abilities, rather than assign specific things to you. (So, where Rogue gives you +1d6 Sneak Attack, Expert gives you the option to pick that or a number of other abilities.) Each of the classes has certain built in basics. The Armsman gives you the highest hit points and BAB. The Spellbinder gives you the most magical ability. (Which in "Elements of Magic" is just caster levels, which stack with everything else, so every class uses the same chart, just some go up it faster.) The Expert gives you lots of skills and access to more special abilities.</p><p></p><p>This is my first campaign with the totally revamped system. So far, it is going well and everyone seems to enjoy the flexibility.</p></blockquote><p></p>
[QUOTE="SiderisAnon, post: 3741721, member: 44949"] I have never liked the prepared spell method, simply because I think it limits game options too much. Players tend to min-max it and have lots of combat spells prepared, never really using their neat or interesting spells. This tends to make spellcasters kind of repetitive. I also don't like the auditing that comes up because players are sometimes not so good about actually marking down what they memorized, so they can pick and choose as they go. (I won't go so far as to say "cheating", but ...) I've tried some models that were more sorcerer class in their approach, where you can pick and choose as you go. These generally work fairly well. Currently, I am using magic points and a heavily modified version of "Elements of Magic". Not only are there no set spell slots to fill, you don't even have set spells. The characters learn spell lists, which allow them to do certain types of magic, and then craft their spells from their pieces. In a lot of ways, it reminds me of power creation in HERO system. (Though my modified version has a bit less math and is less "hinky" in its setup than the original "Elements of Magic".) I find this system gives the characters a lot of flexibility, since they can effectively create new spells on the fly if they have the time. This allows them to react to situations. With the signature spells that are cast quickly, the spellcasters still have their core attack and healing type spells that are used during the combat rounds. My players like this, and overall it seems to work well. It's a little harder to introduce a total newbie to, but not too badly so. Since the OP asked about classes: I stripped out all the classes. I have six. There are the Armsman, Spellbinder, and Expert. These are the warrior, spellcaster, and skill-monkey. Then there are the Bladecaster, Taskmage, and Skillsword, who are basically half-and-half of two of the first three. Each of the six primary classes has abilities available to them that no other class can have. Each class allows you to pick and choose from a list of abilities, rather than assign specific things to you. (So, where Rogue gives you +1d6 Sneak Attack, Expert gives you the option to pick that or a number of other abilities.) Each of the classes has certain built in basics. The Armsman gives you the highest hit points and BAB. The Spellbinder gives you the most magical ability. (Which in "Elements of Magic" is just caster levels, which stack with everything else, so every class uses the same chart, just some go up it faster.) The Expert gives you lots of skills and access to more special abilities. This is my first campaign with the totally revamped system. So far, it is going well and everyone seems to enjoy the flexibility. [/QUOTE]
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