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General Tabletop Discussion
*Dungeons & Dragons
How should the Swordmage be implemented in 1DnD?
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<blockquote data-quote="Yaarel" data-source="post: 9268280" data-attributes="member: 58172"><p>Personally, I am full on customization. So, I view everyone having access to the choices is good.</p><p></p><p>At the same time, I feel it is important that each class represents an interesting concept, that is both salient and versatile, with mechanics that actualize the concept well during gameplay. Even if all of the mechanics are made out of "default choices", and it is possible to swap part or all of it, that default is still vital. Every class needs to be a work of art.</p><p></p><p></p><p>Wildshape is an interesting example. The Druid class has a number of moving parts that are difficult to synergize or cohere conceptually: healer, elementalist weather witch, elementalist earth shaper, animal mage, plant mage, gish, shapeshifter. I want Wildshape to be more versatile − in order to focus a bit. For example, if I go all in for weather mage, I dont want to deal with animal shapeshifting, I would rather use the Wildshape to transform into an Air Elemental storming Lightning-Thunder. Oppositely, if I go all in for the shapeshifter, I dont want to deal with the weather magic or any elemental magic, so the spell slots need relevant spells that work with the concept. The healer is always nice and can work variously, like regenerating from shapeshifting or "positive material plane" energy from the harmony of the elements. I like the possibilities that the current Druid has, and would also like the option to narrow down some of the options focus more on concept. The default that is a little bit of everything is ok − I also want more customizability.</p><p></p><p>If Wildshape is a spell, it would suit the Bard, Ranger, Barbarian (!), and perhaps Sorcerer if there would be some kind of animal bloodline. Maybe even Ancients Paladin.</p></blockquote><p></p>
[QUOTE="Yaarel, post: 9268280, member: 58172"] Personally, I am full on customization. So, I view everyone having access to the choices is good. At the same time, I feel it is important that each class represents an interesting concept, that is both salient and versatile, with mechanics that actualize the concept well during gameplay. Even if all of the mechanics are made out of "default choices", and it is possible to swap part or all of it, that default is still vital. Every class needs to be a work of art. Wildshape is an interesting example. The Druid class has a number of moving parts that are difficult to synergize or cohere conceptually: healer, elementalist weather witch, elementalist earth shaper, animal mage, plant mage, gish, shapeshifter. I want Wildshape to be more versatile − in order to focus a bit. For example, if I go all in for weather mage, I dont want to deal with animal shapeshifting, I would rather use the Wildshape to transform into an Air Elemental storming Lightning-Thunder. Oppositely, if I go all in for the shapeshifter, I dont want to deal with the weather magic or any elemental magic, so the spell slots need relevant spells that work with the concept. The healer is always nice and can work variously, like regenerating from shapeshifting or "positive material plane" energy from the harmony of the elements. I like the possibilities that the current Druid has, and would also like the option to narrow down some of the options focus more on concept. The default that is a little bit of everything is ok − I also want more customizability. If Wildshape is a spell, it would suit the Bard, Ranger, Barbarian (!), and perhaps Sorcerer if there would be some kind of animal bloodline. Maybe even Ancients Paladin. [/QUOTE]
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How should the Swordmage be implemented in 1DnD?
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