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[Black Company] Anyone try the BC wizard class alongside Core divine or XPH psionics?
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<blockquote data-quote="HeapThaumaturgist" data-source="post: 2208103" data-attributes="member: 12332"><p>See, spell blending is very hard, so if you forced them to blend they wouldn't be able to do more than stir up a sharp belch until level 6 or so. My wizard has recently started trying to blend spells at lvl 6 and isn't finding much of use even with a suped up casting ability.</p><p></p><p>One method would be to scale it pretty similarly but use, maybe, Wisdom mod for spell storage for a divine caster and do some talent groupings. This is something I've been doing for my home brew game ... certain cultures have a naturally lowered base DC for certain talents. The northern airship traders have Air Talent whose DC is 5 lower than normal (10 vs 15). The mysterious evil wizard folk have Afflict at -5 DC. The aquatic folk have Water Talent at -5 DC.</p><p></p><p>So you could decide on a few Talents for arcane casters that you like and give them 5 lower DC on a few. Take the Divine and give them a few at 5 lower DC (like healing, light, etc). </p><p></p><p>I think the Psychic's Handbook would work with BCCS magic pretty well. XPH is way overpowered, I think, for even normal D&D (it's banned in all of my games, for instance) and pretty much any pure XPH character would make BCCS centered casters feel useless (not to mention making the fighter feel useless, the rogue feel useless, etc etc). </p><p></p><p>But in general I wouldn't mix spellcasting of any sort from the regular D&D stuff in with BCCS stuff. They just have too different of paradigms for that to work. For instance, level-scaling spells like Magic Missile ... it's ALWAYS a 1st level spell for wizards but to scale up damage in any way in BCCS you have to up the DC, and that usually doesn't scale to the character's aptitude. </p><p></p><p>XPH doesn't scale, you have to spend more points and whatnot, but the accrual methodology for points and the flexibility/interactivity of the powers means you're still getting more bang for your buck. Create Energy (Fire) is a whole feat that lets you make a 1d4 5' burst of fire at 10' for DC 15 ... can't get it until 1st Magnitude (4th level). Energy Ray starts OUT at 1d6 30' Ray at first level and you can dynamically choose what energy type best suits the situation. See what I'm getting at?</p><p></p><p>--fje</p></blockquote><p></p>
[QUOTE="HeapThaumaturgist, post: 2208103, member: 12332"] See, spell blending is very hard, so if you forced them to blend they wouldn't be able to do more than stir up a sharp belch until level 6 or so. My wizard has recently started trying to blend spells at lvl 6 and isn't finding much of use even with a suped up casting ability. One method would be to scale it pretty similarly but use, maybe, Wisdom mod for spell storage for a divine caster and do some talent groupings. This is something I've been doing for my home brew game ... certain cultures have a naturally lowered base DC for certain talents. The northern airship traders have Air Talent whose DC is 5 lower than normal (10 vs 15). The mysterious evil wizard folk have Afflict at -5 DC. The aquatic folk have Water Talent at -5 DC. So you could decide on a few Talents for arcane casters that you like and give them 5 lower DC on a few. Take the Divine and give them a few at 5 lower DC (like healing, light, etc). I think the Psychic's Handbook would work with BCCS magic pretty well. XPH is way overpowered, I think, for even normal D&D (it's banned in all of my games, for instance) and pretty much any pure XPH character would make BCCS centered casters feel useless (not to mention making the fighter feel useless, the rogue feel useless, etc etc). But in general I wouldn't mix spellcasting of any sort from the regular D&D stuff in with BCCS stuff. They just have too different of paradigms for that to work. For instance, level-scaling spells like Magic Missile ... it's ALWAYS a 1st level spell for wizards but to scale up damage in any way in BCCS you have to up the DC, and that usually doesn't scale to the character's aptitude. XPH doesn't scale, you have to spend more points and whatnot, but the accrual methodology for points and the flexibility/interactivity of the powers means you're still getting more bang for your buck. Create Energy (Fire) is a whole feat that lets you make a 1d4 5' burst of fire at 10' for DC 15 ... can't get it until 1st Magnitude (4th level). Energy Ray starts OUT at 1d6 30' Ray at first level and you can dynamically choose what energy type best suits the situation. See what I'm getting at? --fje [/QUOTE]
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[Black Company] Anyone try the BC wizard class alongside Core divine or XPH psionics?
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