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<blockquote data-quote="steeldragons" data-source="post: 8309563" data-attributes="member: 92511"><p>Could it be...and I'm truly just spitballing off the top of my head, here... and I will further qualify that I am completely satisfied with how magic (sources, spell lists, class progressions, etc...) work in my homebrew/game/setting... so this is really just for you, [USER=6701124]@Cadence[/USER] , to consider for your game and classifications and such that you are wrestling with...</p><p></p><p>...but, could it be that the solution is really just as simple as doubling the class' player decision points in two parts? Like, a la the 5e Warlock functions with their Patron and Pact decision points?</p><p></p><p>Wizard: a class that is a full caster. Choose: Arcane, Divine, Primal (Psychic, Occult, whatever else you decide for magical/spell "Sources")</p><p>Player Decision Point 1: The Method: Study/Learned; Inheritance/Innate; Granted/Outside</p><p>Player Deicision Point 2: The Madness: Art; Craft; Science</p><p></p><p>They're all "wizards." But what they call themselves (or are called) in the world can be whatever their combo's determine.</p><p>Arcane + Study + Art = Wizard</p><p>Arcane + Innate + Art = "Sorcerer" (if you feel the need to have one) </p><p>Arcane + Granted + Art = (D&D style) Warlock</p><p>Arcane + Study/Innate/Granted (depending on character/player story/flavor) + Craft = Witch</p><p>Arcane + Study/Innate/Granted (player's choice) + Science = Artificer (or Alchemist?)</p><p></p><p>Arguably, changing the type of magic needn't change the class...and Divine + Study + Art could still = "wizard"...just a wizard who studies, uses, and prepares Divine spells.</p><p></p><p>Like I said, just some off the cuff, spitballing musings. Do with it what thou wilt.</p></blockquote><p></p>
[QUOTE="steeldragons, post: 8309563, member: 92511"] Could it be...and I'm truly just spitballing off the top of my head, here... and I will further qualify that I am completely satisfied with how magic (sources, spell lists, class progressions, etc...) work in my homebrew/game/setting... so this is really just for you, [USER=6701124]@Cadence[/USER] , to consider for your game and classifications and such that you are wrestling with... ...but, could it be that the solution is really just as simple as doubling the class' player decision points in two parts? Like, a la the 5e Warlock functions with their Patron and Pact decision points? Wizard: a class that is a full caster. Choose: Arcane, Divine, Primal (Psychic, Occult, whatever else you decide for magical/spell "Sources") Player Decision Point 1: The Method: Study/Learned; Inheritance/Innate; Granted/Outside Player Deicision Point 2: The Madness: Art; Craft; Science They're all "wizards." But what they call themselves (or are called) in the world can be whatever their combo's determine. Arcane + Study + Art = Wizard Arcane + Innate + Art = "Sorcerer" (if you feel the need to have one) Arcane + Granted + Art = (D&D style) Warlock Arcane + Study/Innate/Granted (depending on character/player story/flavor) + Craft = Witch Arcane + Study/Innate/Granted (player's choice) + Science = Artificer (or Alchemist?) Arguably, changing the type of magic needn't change the class...and Divine + Study + Art could still = "wizard"...just a wizard who studies, uses, and prepares Divine spells. Like I said, just some off the cuff, spitballing musings. Do with it what thou wilt. [/QUOTE]
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