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Ideas for Tome of Magic II
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<blockquote data-quote="WhatGravitas" data-source="post: 3282054" data-attributes="member: 33132"><p>Ugh. Sounds like... the <em>druid</em></p><p></p><p>More serious:</p><p></p><p>I'd like to see some kind of new take on the standard classes, making them more, well: Flavourful. As some kind of replacement/equivalent for the current casting classes - why? Because of experience. Seriously, the Cleric, the Wizard... all are kind of bland. Additionally, our experiences with the different balance paradigms is greater than before: Things like at-will magic (warlock, reserve feats), per-encounter balance (Bo9S), four different spellcasting variations (XPH-points, ToM binding/shadow/skill), and heaps of nifty idea have passed - and all beg to be incorporated into the "true" magic classes of the game, at least as variant.</p><p></p><p><strong>Divine Magic (D&D Cleric):</strong> The classical divine magic, the miracleworker, getting supernatural powers from the powers from above. The melee-warpriest could be a special PrC added... A bit oracle-like, a bit diplomat/healer inspired...</p><p><strong>Hermetic Magic (D&D Wizard):</strong> Some kind of bookish magic, flavourwise truename (Earthsea-style) and Ars Magica or even Mage inspired.</p><p><strong>Natural Magic (D&D Druid):</strong> Some leyline/nature-driven magic, not this melee-shapeshifting druid, who morphs into battleform, and rains icy/fiery doom onto his enemies, inspired by celtic druids and elven magic... some kind of Elven Nature Wizard would make a fine druid.</p><p></p><p>Mechanically, they should be different, to emphasize the different source of these magics...</p></blockquote><p></p>
[QUOTE="WhatGravitas, post: 3282054, member: 33132"] Ugh. Sounds like... the [i]druid[/i] More serious: I'd like to see some kind of new take on the standard classes, making them more, well: Flavourful. As some kind of replacement/equivalent for the current casting classes - why? Because of experience. Seriously, the Cleric, the Wizard... all are kind of bland. Additionally, our experiences with the different balance paradigms is greater than before: Things like at-will magic (warlock, reserve feats), per-encounter balance (Bo9S), four different spellcasting variations (XPH-points, ToM binding/shadow/skill), and heaps of nifty idea have passed - and all beg to be incorporated into the "true" magic classes of the game, at least as variant. [b]Divine Magic (D&D Cleric):[/b] The classical divine magic, the miracleworker, getting supernatural powers from the powers from above. The melee-warpriest could be a special PrC added... A bit oracle-like, a bit diplomat/healer inspired... [b]Hermetic Magic (D&D Wizard):[/b] Some kind of bookish magic, flavourwise truename (Earthsea-style) and Ars Magica or even Mage inspired. [b]Natural Magic (D&D Druid):[/b] Some leyline/nature-driven magic, not this melee-shapeshifting druid, who morphs into battleform, and rains icy/fiery doom onto his enemies, inspired by celtic druids and elven magic... some kind of Elven Nature Wizard would make a fine druid. Mechanically, they should be different, to emphasize the different source of these magics... [/QUOTE]
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