Cleric = Druid = Wizard

CleverNickName

Limit Break Dancing (He/They)
There are a lot of threads about core classes and spellcasting in the new edition...I had an idea that I would like to kick around.

Imagine a single core character class called "Mage" or some such. It has a realtively low propensity for combat, but can wield magic like nobody's business...when the character is created, the player chooses which spellbook (or power source, etc.) she would like to use.

White Mages use the cleric spell list (or the Divine power source, etc.)

Green Mages use the druid spell list (or the Natural power source).

Gray Mages use the wizard spell list (or the Arcane power source).

Other aspects of the individual classes would be handled through skill trees, or feats, or other modular abilities that the player earns and selects. Want to turn the undead, smite the wicked, or transform into a dire bear? Meet the requirements and then add it.

What do you think...is this streamlined and elegant? Or does it take the "streamlining" a bit too far?
 
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It's not for me, because I love the idiosyncratic rules for the various spell-using classes.

It also start me on a "reductio ad absurdum" bender, as I imagine all classes being subsumed into one called the Adventurer, and, sure, you could make it a mage by focusing everything on magic abilities, or you could focus on stealth and make it like a thief, or you could do a little from both and make it like a magic thief..

But for me, there's key differences between how a Wizard makes magic with a spellbook and study, and how a Druid makes magic by pointing at the nearest shrubbery and saying "Sic 'em, Fido" in the secret tongue of plants. The differences to me are bigger than just spell lists.

Sure, you could do it, but my question would be "why would I want to?"
 

It also start me on a "reductio ad absurdum" bender, as I imagine all classes being subsumed into one called the Adventurer, and, sure, you could make it a mage by focusing everything on magic abilities, or you could focus on stealth and make it like a thief, or you could do a little from both and make it like a magic thief....
This does seem to be the trend in RPGs, especially the newer console and computer RPGs. (Fable, Skyrim, and so on.) I am not sure how I feel about it, personally. On one hand, I can see how it would make the game a lot easier to learn for newcomers. On the other, it pushes all the classes into one big, bland, vanilla flavor.
 

This is a solved problem in 4e though. You have a single basic mechanical approach to casting but each class is quite distinct in terms of what its spells do. This gives you distinctive classes with distinctive class features and yet the game is fairly easy to understand and most general rules can interact with all the casting classes cleanly.
 

Ya know...I don't hate it!

I could see it being used.

I wouldn't want it CORE/BASIC rules! No. Nonono. I'm too in love with Divine vs. Arcane vs. Natural magic.

But as an "alternative/optional" way of doing magic in the new system. Yes, absolutely I would give this a sidebar.

Good "thinkin' outside the box" for you!
--SD
 



There are a lot of threads about core classes and spellcasting in the new edition...I had an idea that I would like to kick around.

Imagine a single core character class called "Mage" or some such. It has a realtively low propensity for combat, but can wield magic like nobody's business...when the character is created, the player chooses which spellbook (or power source, etc.) she would like to use.

White Mages use the cleric spell list (or the Divine power source, etc.)

Green Mages use the druid spell list (or the Natural power source).

Gray Mages use the wizard spell list (or the Arcane power source).

Other aspects of the individual classes would be handled through skill trees, or feats, or other modular abilities that the player earns and selects. Want to turn the undead, smite the wicked, or transform into a dire bear? Meet the requirements and then add it.

What do you think...is this streamlined and elegant? Or does it take the "streamlining" a bit too far?


Seems like a great idea. But... I think it would be best suited for a variant phb, or something 3rd party.

I think D&D is too set and defined to be changing things like this and not annoy dedicated fans.

Still great idea, I just don't like the urge to redefine D&D every few years. I would prefer if they stuck to refine, rebalance, and adding interesting twists.
 

You mean you could have healing magic without being Van Helsing in chain-mail? You could have nature magic without 30 years of ersatz-druidic baggage?

This idea is far too elegant to ever succeed among D&D fans. ;)

(but I'm serious---this is the system i'm using for my next retro-clone session)
 

There are a lot of threads about core classes and spellcasting in the new edition...I had an idea that I would like to kick around.

Imagine a single core character class called "Mage" or some such. It has a realtively low propensity for combat, but can wield magic like nobody's business...when the character is created, the player chooses which spellbook (or power source, etc.) she would like to use.

White Mages use the cleric spell list (or the Divine power source, etc.)

Green Mages use the druid spell list (or the Natural power source).

Gray Mages use the wizard spell list (or the Arcane power source).

Other aspects of the individual classes would be handled through skill trees, or feats, or other modular abilities that the player earns and selects. Want to turn the undead, smite the wicked, or transform into a dire bear? Meet the requirements and then add it.

What do you think...is this streamlined and elegant? Or does it take the "streamlining" a bit too far?

One class for all spellcasters = Unearthed Arcana (3.5)

It's possible, but it's not for me. Because at that point, there is no reason not to also lump all martial types into one class, and all sneaky types into another, ending up with only 3 classes. Unearthed Arcana does that, but for my tastes it's too much of a generalization, and too close to a freestyle classless game (which wouldn't be bad by itself, but I prefer my D&D to remain class-based).
 

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