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Limited-Resource Campaign Design, Take Two
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<blockquote data-quote="mhacdebhandia" data-source="post: 3564535" data-attributes="member: 18832"><p><strong>Replacing the Wizard</strong></p><p></p><p>The <strong>artificer</strong>, from the <em>Eberron Campaign Setting</em>, is not exactly a spellcaster in the traditional D&D sense. All of the effects they can product must be applied to an object - creating a temporary magical item - and they're also extremely competent creators of normal magic items. It's a very useful class and an interesting way to compensate for the loss of the core wizard's ability to "buff" other members of the party - while retaining the ability to contribute directly to combat with offensive items.</p><p></p><p>The <strong>warlock</strong> is found in <em>Complete Arcane</em> and has the distinction of being the first supernatural class in Third Edition <em>D&D</em> with unlimited use of their powers. Thematically interesting - though I intend to expand the scope of the class's flavour as written - the warlock has a very reliable attack power and a neat little suite of tricks. A better sorcerer than the core sorcerer, really.</p><p></p><p>Third, from <em>Heroes of Horror</em>, the <strong>dread necromancer</strong>. I freely admit to a weakness for darker-themed magicians, but it's also an interesting class to include in a group of PCs because of its nasty possibilities. It's a prime candidate, too, for an in-setting explanation as to why members of the class aren't widely reviled, which is the sort of challenge I appreciate.</p><p></p><p>Fourth and finally, the <strong>psion</strong> from the <em>Expanded Psionics Handbook</em> acts as more of a straight-across replacement for the core wizard, but with a set of mechanics which are significantly distinct from core magic. Psions acting as "utility casters" will change the way the game plays quite a bit, I suspect.</p><p></p><p>Next, "civilised" races suitable for use as PCs.</p></blockquote><p></p>
[QUOTE="mhacdebhandia, post: 3564535, member: 18832"] [b]Replacing the Wizard[/b] The [b]artificer[/b], from the [i]Eberron Campaign Setting[/i], is not exactly a spellcaster in the traditional D&D sense. All of the effects they can product must be applied to an object - creating a temporary magical item - and they're also extremely competent creators of normal magic items. It's a very useful class and an interesting way to compensate for the loss of the core wizard's ability to "buff" other members of the party - while retaining the ability to contribute directly to combat with offensive items. The [b]warlock[/b] is found in [i]Complete Arcane[/i] and has the distinction of being the first supernatural class in Third Edition [i]D&D[/i] with unlimited use of their powers. Thematically interesting - though I intend to expand the scope of the class's flavour as written - the warlock has a very reliable attack power and a neat little suite of tricks. A better sorcerer than the core sorcerer, really. Third, from [i]Heroes of Horror[/i], the [b]dread necromancer[/b]. I freely admit to a weakness for darker-themed magicians, but it's also an interesting class to include in a group of PCs because of its nasty possibilities. It's a prime candidate, too, for an in-setting explanation as to why members of the class aren't widely reviled, which is the sort of challenge I appreciate. Fourth and finally, the [b]psion[/b] from the [i]Expanded Psionics Handbook[/i] acts as more of a straight-across replacement for the core wizard, but with a set of mechanics which are significantly distinct from core magic. Psions acting as "utility casters" will change the way the game plays quite a bit, I suspect. Next, "civilised" races suitable for use as PCs. [/QUOTE]
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