Remathilis
Legend
Hmm. If only there were classes that did that. Like fighters, rogues, monks and barbarians.People also like swinging swords and defeating wizards with cunning and elbow grease. Not all things must be magic.
Hmm. If only there were classes that did that. Like fighters, rogues, monks and barbarians.People also like swinging swords and defeating wizards with cunning and elbow grease. Not all things must be magic.
Hmm. If only there were classes that did that. Like fighters, rogues, monks and barbarians.
I didn't say that was. I'm just getting frustrated with the people who think D&D should be some low magic game when the audience for it has in general wanted more magic, not less.Sounds like you think four choices is sufficient.
So that means if two of the six casters classes were redesigned there would still be plenty of options left.
I don't agree with all of these ideas, but I love the goal of giving the classes more variety in their casting mechanics.Combining ideas from several different threads, I'm imagining a world (that will never occur, at least not under WotC's watch) in which:
Let the hatred commence, but I would love a D&D that looked like this.
- Rangers don't have normal spell slots. Instead they have something like Warlock Invocations, in which they get to pick and choose their favorite toys, some of which may involve spells.
- Paladins don't have spells at all. Instead they are designed like Battlemasters or Sorcerers, in which they have a resource they can spend on Smites. They get to pick from a list of Smites, getting more choices at higher levels, and swapping them out whenever they gain a level. They still get Lay on Hands, Auras, Channel Div, Fighting Style, Divine Sense, Faithful Steed, etc.
- Druids become half-casters, but their Shape-shifting becomes more powerful, plus some innate nature-y magic (like talking to animals, etc.)
- Sorcerers don't have spell slots. Instead they use the Five Torches Deep mechanic. (Briefly: no limit to spells cast per day, but every time you cast you make an Arcana check, and on a failure you can't cast that level spell until a long rest. Also, bad stuff can happen on a failure.)
- Bards become half-casters, also with an Invocation-like mechanic.
I didn't say that was. I'm just getting frustrated with the people who think D&D should be some low magic game when the audience for it has in general wanted more magic, not less.
A while back, there was a poll on this board (which heavily skews grognard these days) and three out of the top four classes people wanted added were magic based (psion, a caster with spell points. Gish, an arcane half caster, and shaman, a summoner/spirit primal class). The warlord, was the only non-magical class people asked for. That tells me there is still a healthy appetite for magic classes.
Agreed. To my mind, one of the main asks when people want new classes is more variety. Personally, I want to see multiple types of power/resource methods for warrior/martial types. I also want to see multiple types of power/resource methods for caster types.Also keep in mind that what I was proposing was in most cases not to take magic away but to just give more options that don’t use the standard Vancian-slot spellcasting mechanic.
The title of your thread literally says "less [...] Magic" in it!Also keep in mind that what I was proposing was in most cases not to take magic away but to just give more options that don’t use the standard Vancian-slot spellcasting mechanic.
But in all cases you are trying to do that by taking away from existing classes, more 'options' at the cost of existing ones. Which many times does away with what people like from those classes like about the classes. And your choice of which classes get spared and which classes are 'prescindible' is skewed towards messing up with the interesting stuff while keeping the wizard and cleric intact. Which isn't very palatable.Also keep in mind that what I was proposing was in most cases not to take magic away but to just give more options that don’t use the standard Vancian-slot spellcasting mechanic.
The title of your thread literally says "less [...] Magic" in it!
Two of your suggestions are "reduce full caster to half" while also adding with invocations (basically taking the only really interesting thing warlocks have going, and they are still functionally close to full casters). You've also eliminated the current two half casters. Your final tally looks like this:
Bard: half arcane caster
Cleric: full divine
Druid: half primal
Ranger: no longer a caster
Paladin: no longer a caster
Sorcerer: I don't know what you're doing with that, but anything that gambles its abilities is a non-starter. Delete it from the book in that case.
Warlock: full(?) Arcane caster. My opinion on pact magic is low already, but I'm sure you're not going to like my solution.
Wizard: full arcane caster.
Considering that there would be no full primal caster and no half divine, you could probably save a lot of space by eliminating the primal list and making druids half divine casters. Further, if you're going this far, bite the bullet and make sorcerer and warlock one class.
You will have significantly cut down on the magic in the game. Have fun with it, but I won't be buying it.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.