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<blockquote data-quote="Mannahnin" data-source="post: 9376280" data-attributes="member: 7026594"><p>Good points! I had forgotten about Priest spheres being introduced as a concept here. </p><p></p><p>The Wizards of High Sorcery were a neat concept for setting-specific specialist wizards grouped on a different basis than simply by specializing in a given school of magic. Although the whole chart for tracking the phases of the three moons and determining how they impacted your spellcasting at any given time, fiddly little bonuses and penalties, was a bit impractical.</p><p></p><p></p><p>I thought the concept was fun (heck, I read the Gord the Rogue books, and Gord is one), but in practice it's a silly class. You have to stop advancing in your core useful Thief skills (open locks, find and remove traps, as well as pick pockets and never gaining read magic) in order to gain tightrope walking, pole vaulting, some enhanced jumping skills, a bonus on unarmed combat rules no one used, a small chance of evading directed attacks IF you have initiative over the attacker, and some reduced falling damage. In essence, trading out things the party needs you to be able to do for a few things which will never come up or are mostly more suited for solo second-story work missions. OSE Advanced came up with a functional Acrobat class that actually functions in a party, and used a tiny fraction of the verbiage to do so.</p></blockquote><p></p>
[QUOTE="Mannahnin, post: 9376280, member: 7026594"] Good points! I had forgotten about Priest spheres being introduced as a concept here. The Wizards of High Sorcery were a neat concept for setting-specific specialist wizards grouped on a different basis than simply by specializing in a given school of magic. Although the whole chart for tracking the phases of the three moons and determining how they impacted your spellcasting at any given time, fiddly little bonuses and penalties, was a bit impractical. I thought the concept was fun (heck, I read the Gord the Rogue books, and Gord is one), but in practice it's a silly class. You have to stop advancing in your core useful Thief skills (open locks, find and remove traps, as well as pick pockets and never gaining read magic) in order to gain tightrope walking, pole vaulting, some enhanced jumping skills, a bonus on unarmed combat rules no one used, a small chance of evading directed attacks IF you have initiative over the attacker, and some reduced falling damage. In essence, trading out things the party needs you to be able to do for a few things which will never come up or are mostly more suited for solo second-story work missions. OSE Advanced came up with a functional Acrobat class that actually functions in a party, and used a tiny fraction of the verbiage to do so. [/QUOTE]
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