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General Tabletop Discussion
*Pathfinder & Starfinder
How Should Specialist Wizards be handled?
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<blockquote data-quote="Khaalis" data-source="post: 5816733" data-attributes="member: 2167"><p>I think the Wizard should be the core class option. It would be a generalist with access to a core list of arcane spells. Then add all of the specialists as their own classes (as mentioned, similar in vein to the Beguiler, etc. but based on the specialty school). Each specialty should feel unique and different than a generalist, not just a small numeric bonus to spells of their school. For instance, a conjurer might be more obvious because of their summoned "pet" (think similar to the Pathfinder Summoner). </p><p></p><p>On a side note and as a good example of how I think they should go with arcane specialists... This is basically the same route <em>Fantasy Craft</em> went. There is a core generalist mage, and then a series of specialist classes that have their own unique class abilities. However, FC magic schools are NOT like D&D. There are 8 Schools with 3 disciplines in each school. To make it even more different no spell is ever in more than 1 discipline. This makes it a lot easier to control the types of spells each specialist gains.</p><p></p><p>Each specialist gains benefits to their own school as well as losing access to spells from certain other schools, thus giving the generalist mage some worth. It may not gain access to spell levels as quickly but it has a wider range of spells and more "generic" class features. Specialists however, gain class features that are quite specific to their specialty for instance a Reaper (affliction, necromancy and shadow disciplines) might gain a transmogrification to undead status at high levels.</p></blockquote><p></p>
[QUOTE="Khaalis, post: 5816733, member: 2167"] I think the Wizard should be the core class option. It would be a generalist with access to a core list of arcane spells. Then add all of the specialists as their own classes (as mentioned, similar in vein to the Beguiler, etc. but based on the specialty school). Each specialty should feel unique and different than a generalist, not just a small numeric bonus to spells of their school. For instance, a conjurer might be more obvious because of their summoned "pet" (think similar to the Pathfinder Summoner). On a side note and as a good example of how I think they should go with arcane specialists... This is basically the same route [i]Fantasy Craft[/i] went. There is a core generalist mage, and then a series of specialist classes that have their own unique class abilities. However, FC magic schools are NOT like D&D. There are 8 Schools with 3 disciplines in each school. To make it even more different no spell is ever in more than 1 discipline. This makes it a lot easier to control the types of spells each specialist gains. Each specialist gains benefits to their own school as well as losing access to spells from certain other schools, thus giving the generalist mage some worth. It may not gain access to spell levels as quickly but it has a wider range of spells and more "generic" class features. Specialists however, gain class features that are quite specific to their specialty for instance a Reaper (affliction, necromancy and shadow disciplines) might gain a transmogrification to undead status at high levels. [/QUOTE]
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How Should Specialist Wizards be handled?
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