JoeGKushner
Adventurer
It's workable but...
Conjuration has been beefed up considerably. Complete Arcane and it's various Orb spells for example, would probably make a poor fit for any campaign that didn't have the evocation spells. It's almost a spell by spell decesion. Looking at books like Relics & Rituals series and seeing how they did their spell lists might give you some ideas.
Some other factors, like magical healing, still have to be tonned down. Of course having the Pokemount thing going on still doesn't help the game retain it's Sword & Sorcery feel either. Nor does having Monks in a campaign unless you change their origins and feel. Secret Society of Assassins is much more palatable than just good old monks.
It's why I wouldn't go this route and just go with one of the games I mentioned.
Conjuration has been beefed up considerably. Complete Arcane and it's various Orb spells for example, would probably make a poor fit for any campaign that didn't have the evocation spells. It's almost a spell by spell decesion. Looking at books like Relics & Rituals series and seeing how they did their spell lists might give you some ideas.
Some other factors, like magical healing, still have to be tonned down. Of course having the Pokemount thing going on still doesn't help the game retain it's Sword & Sorcery feel either. Nor does having Monks in a campaign unless you change their origins and feel. Secret Society of Assassins is much more palatable than just good old monks.
It's why I wouldn't go this route and just go with one of the games I mentioned.
DaveStebbins said:My belief, stated many times in the past, is that you can acheive a good old-fashioned sword and sorcery feel simply by eliminating evocations from core D&D. Wizards and Sorcerers become specialists for free (essentially taking evocation as their first banned school). Removing evocations in most other places has little effect. Some evocations (mostly divine ones like spiritual weapon or consecrate) become a new category of "sacred" spells. Other spells with good flavor (ones which are not instant damage spells), like fire shield or shatter, slip into other schools (conjuration and transmutation in this example).
Removing evocations has a profound effect on the feel of the game. Arcanists become conjurers, necromancers, enchanters, etc., as you find in the classic swords and sorcery literature. Since the change is basically an enforced specialization, it is already balanced within the core rules with only a little tweaking necesary.
The game becomes "High Adventure, No Fireballs!" which is the catchphrase for the campaign I am perpetually working on, but never really making any progress upon.
-Dave