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Help Me Combine the Wizard and Sorcerer Classes (+)
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<blockquote data-quote="el-remmen" data-source="post: 9422847" data-attributes="member: 11"><p>So as part of my Vanity Frankenstein 5E project (i.e. building my own version of the game using any and all previous [and current] editions and variants and homebrew stuff), I am redoing every class and giving each 3 subclass choices.</p><p></p><p>One thing I am considering is combining the two arcane classes into one class with subclasses determining the difference. I was never a fan of the sorcerer when it first appeared in 3E (I replaced it with a homebrew Witch class back then) and while I allowed it when I started running 5E I still find it superfluous. </p><p></p><p>So my idea is to replace the Wizard and Sorcerer bases with the Mage class. This class starts with some innate magic - but at 3rd level when subclass choice time arrives, they have to decide how they will continue their study of magic. </p><p></p><p>If they want to go the scholarly/sagely route they take the wizard subclass. When you choose it, you may take a specialty in a school of magic, but rather than each being its own subclass, each gives you a bonus to learning spells of that school and you cast them a little better (still working out those details). They need spell books, etc to prepare and cast spells above 1st level.</p><p></p><p>If you want to continue the innate magic path, you become a Sorcerer, basically a wild mage, with manipulating raw magic and choosing various metamagic abilities. Taking the "quick path" makes it more likely to have additional unpredictable effects to your spells when you cast them - some good, some bad, some great, some worse.</p><p></p><p>The final subclass is the most up in the air conceptually, but I am thinking of some kind of elementalist class that may use runes.</p><p></p><p>Anyway, with the caveat that this is a "+" thread - anybody have ideas for moving forward with this basic idea? I am totally willing to crib things off any edition or other game.</p><p></p><p>Oh and in case it is relevant, my version of 5E has been squoshed down to 10 levels and you get feats (or ASIs) at 4th, 8th, and 10th levels - and I have increased the XP needed to go up each level a bit, making it take longer to advance. This means that in general there will be no spells above 5th level (tho I plan to occasionally make the "older magic" available - 6th+ level spells - via scrolls or magic items and am considering that capstone ability will be choose a higher level spell outside the bounds of what the class gets that can be cast as a ritual and/or under limited circumstances).</p><p></p><p>I will leave it at that for now, despite having a few other ideas, because I am interested in what other people come up with and leaving it open will potentially give me the most raw material to work with even if the details don't fit the specific game vibe I am going for.</p></blockquote><p></p>
[QUOTE="el-remmen, post: 9422847, member: 11"] So as part of my Vanity Frankenstein 5E project (i.e. building my own version of the game using any and all previous [and current] editions and variants and homebrew stuff), I am redoing every class and giving each 3 subclass choices. One thing I am considering is combining the two arcane classes into one class with subclasses determining the difference. I was never a fan of the sorcerer when it first appeared in 3E (I replaced it with a homebrew Witch class back then) and while I allowed it when I started running 5E I still find it superfluous. So my idea is to replace the Wizard and Sorcerer bases with the Mage class. This class starts with some innate magic - but at 3rd level when subclass choice time arrives, they have to decide how they will continue their study of magic. If they want to go the scholarly/sagely route they take the wizard subclass. When you choose it, you may take a specialty in a school of magic, but rather than each being its own subclass, each gives you a bonus to learning spells of that school and you cast them a little better (still working out those details). They need spell books, etc to prepare and cast spells above 1st level. If you want to continue the innate magic path, you become a Sorcerer, basically a wild mage, with manipulating raw magic and choosing various metamagic abilities. Taking the "quick path" makes it more likely to have additional unpredictable effects to your spells when you cast them - some good, some bad, some great, some worse. The final subclass is the most up in the air conceptually, but I am thinking of some kind of elementalist class that may use runes. Anyway, with the caveat that this is a "+" thread - anybody have ideas for moving forward with this basic idea? I am totally willing to crib things off any edition or other game. Oh and in case it is relevant, my version of 5E has been squoshed down to 10 levels and you get feats (or ASIs) at 4th, 8th, and 10th levels - and I have increased the XP needed to go up each level a bit, making it take longer to advance. This means that in general there will be no spells above 5th level (tho I plan to occasionally make the "older magic" available - 6th+ level spells - via scrolls or magic items and am considering that capstone ability will be choose a higher level spell outside the bounds of what the class gets that can be cast as a ritual and/or under limited circumstances). I will leave it at that for now, despite having a few other ideas, because I am interested in what other people come up with and leaving it open will potentially give me the most raw material to work with even if the details don't fit the specific game vibe I am going for. [/QUOTE]
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