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Adept base class
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<blockquote data-quote="Celebrim" data-source="post: 4988094" data-attributes="member: 4937"><p>Wow. A base class submission that is not wildly unbalanced and actually seems broad enough to be a base class. Color me impressed.</p><p></p><p>There is some definate Mearlsian design going on here; have you read the Iron Hero's rules?</p><p></p><p>It's a pretty interesting variant spellcaster. It's got the flexibility thing going on that as psion has, but its not outright broken like the psionic classes. </p><p></p><p>I foresee four problems, two minor, on moderate, and one major.</p><p></p><p>The first minor problem is the phrase, "At the beginning of a combat encounter..." This is so incredibly vague and does nothing to explain what said character is able to do out of combat. What if combat 'encounters' occur two rounds apart? Do you still get your full recovery? I don't think that is the intention. </p><p></p><p>The second minor problem is that the Enchanter's blood power gives an unnamed bonus to stats(!!).</p><p></p><p>The moderate problem is that you aren't thinking about what this character can really do. You think divination is going to be weak? This is a character that can cast divinations essentially <em>at will</em> outside of combat. The real weak choices are probably Illusion and Enchantment, because you'll have the same problem a thief faces against things immune to sneak attack. Evocation is also going to be the weak choice here, because you can never really go nova. If you wanted to 'blow things up good', sorcerer or warlock is better for that. The real strength of this character is going to be in spamming out buffs and doing utility spells over and over and over again. Noone in the party ever need go without a long duration buff again.</p><p></p><p>The major problem I foresee is the unlimited spell-list. This isn't a problem if you confine yourself to core spells, but as you bring in spells from other products (core and third party) unlimited access to the full spell-list gets to be very problimatic (see cleric). Very quickly you are going to find that with a sufficiently broad spell list, divination is not disadvantaged, and furthermore that the character is going to always have a spell for the occasion regardless of what school of magic they took and regardless of the situation.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 4988094, member: 4937"] Wow. A base class submission that is not wildly unbalanced and actually seems broad enough to be a base class. Color me impressed. There is some definate Mearlsian design going on here; have you read the Iron Hero's rules? It's a pretty interesting variant spellcaster. It's got the flexibility thing going on that as psion has, but its not outright broken like the psionic classes. I foresee four problems, two minor, on moderate, and one major. The first minor problem is the phrase, "At the beginning of a combat encounter..." This is so incredibly vague and does nothing to explain what said character is able to do out of combat. What if combat 'encounters' occur two rounds apart? Do you still get your full recovery? I don't think that is the intention. The second minor problem is that the Enchanter's blood power gives an unnamed bonus to stats(!!). The moderate problem is that you aren't thinking about what this character can really do. You think divination is going to be weak? This is a character that can cast divinations essentially [I]at will[/I] outside of combat. The real weak choices are probably Illusion and Enchantment, because you'll have the same problem a thief faces against things immune to sneak attack. Evocation is also going to be the weak choice here, because you can never really go nova. If you wanted to 'blow things up good', sorcerer or warlock is better for that. The real strength of this character is going to be in spamming out buffs and doing utility spells over and over and over again. Noone in the party ever need go without a long duration buff again. The major problem I foresee is the unlimited spell-list. This isn't a problem if you confine yourself to core spells, but as you bring in spells from other products (core and third party) unlimited access to the full spell-list gets to be very problimatic (see cleric). Very quickly you are going to find that with a sufficiently broad spell list, divination is not disadvantaged, and furthermore that the character is going to always have a spell for the occasion regardless of what school of magic they took and regardless of the situation. [/QUOTE]
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