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General Tabletop Discussion
*Dungeons & Dragons
Arcane Warrior (Class)
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<blockquote data-quote="Ezel" data-source="post: 6636093" data-attributes="member: 6795910"><p>I would really avoid physical ability spellcasting, it's really not well received within the community and also brings your character to be half spellcaster and avoid MAD without any annoyance. I think Int would explain the memorisation and the fact that it is a refined technique that requires thought and clarity of mind. Also it would characterise your arcane warriors as people with a large pool of knowledge to draw from and good investigation capabilities when they are not fighting. If you make dex the casting ability, then they can even be dumb athletes and will not care about their mental faculties.</p><p></p><p>For the runeseeker I simply made it so that you can provide somatic components while having weapons in your hand. I would think that if you go the way of a martial art so good that makes magic happen, then that would literally be a central feature. If instead you prefer the guy with a book/rod in a hand and the sword in the other, you can do that as well (but it's easily suboptimal if additional features are not provided to balance that out). The class should work without being forced to use the war caster feat, also, war caster is such a strong feat already that if you can cast with somatic components you are still going to want it for all the rest of the benefits. Casting a spell as an AoO is completely insane. </p><p></p><p>I would go with 6 spells at level 2, and then one spell every other level, since it has to always be equivalent to a fullcaster of half their level. At level 2 your class should be like a level 1 wizard and a level 1 wizard has 6 spells. At level 4 your class should cast like a level 2 wizard and at level 2 a wizard has 8 spells. And so on. Remember that it's nothing too game breaking since they have to choose their prepared spells from the book everyday.</p></blockquote><p></p>
[QUOTE="Ezel, post: 6636093, member: 6795910"] I would really avoid physical ability spellcasting, it's really not well received within the community and also brings your character to be half spellcaster and avoid MAD without any annoyance. I think Int would explain the memorisation and the fact that it is a refined technique that requires thought and clarity of mind. Also it would characterise your arcane warriors as people with a large pool of knowledge to draw from and good investigation capabilities when they are not fighting. If you make dex the casting ability, then they can even be dumb athletes and will not care about their mental faculties. For the runeseeker I simply made it so that you can provide somatic components while having weapons in your hand. I would think that if you go the way of a martial art so good that makes magic happen, then that would literally be a central feature. If instead you prefer the guy with a book/rod in a hand and the sword in the other, you can do that as well (but it's easily suboptimal if additional features are not provided to balance that out). The class should work without being forced to use the war caster feat, also, war caster is such a strong feat already that if you can cast with somatic components you are still going to want it for all the rest of the benefits. Casting a spell as an AoO is completely insane. I would go with 6 spells at level 2, and then one spell every other level, since it has to always be equivalent to a fullcaster of half their level. At level 2 your class should be like a level 1 wizard and a level 1 wizard has 6 spells. At level 4 your class should cast like a level 2 wizard and at level 2 a wizard has 8 spells. And so on. Remember that it's nothing too game breaking since they have to choose their prepared spells from the book everyday. [/QUOTE]
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