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Loss of genericity
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<blockquote data-quote="MoonSong" data-source="post: 6524955" data-attributes="member: 6689464"><p>dragon magic lends itself to be reskinned as a celestial origin, but still has too much built-in flavor. Now the problem is I don't necessarily need that origin to be that explicit, sometimes I just need something that works, passive flavor is ok, active flavor not so much. </p><p></p><p>And the problem with homebrew is who should homebrew it? The DM who might spend time on something players will never touch? the player who will have problems overcoming the prejudices planted by the edition on mechanical approaches? (for example I have yet to find a DM who will let me start as bard -the closest patch I have found to this problem- because many DMs have become too opinionated on this kind of stuff)</p><p></p><p></p><p></p><p>How many spells know? What about ritual casting? how does metamagic factor into it? What about the academic focussed features? and let alone the INT/Cha thing that is a deeper difference than most want to cnceede? And it still is stuck with toy weapons. </p><p></p><p>I didn't like the wizard class back when it was suppossed to be this generic spellcaster -which it has never been- and there weren't other options for the niche, now that those options have been ripped appart I still don't find it a reason to like it. Just go back to that description of the 3e sorcerers I've played and tell me if the wizard can truly fill those shoes, you cannot assume a race nor feats, and the character should be able to safely dump Int and being an uncultured idiot. As much as this wizards are the new sorcerers is parroted around, the class just can't tell the kind of stories the old sorcerer could and sadly neither the new sorcerer.</p></blockquote><p></p>
[QUOTE="MoonSong, post: 6524955, member: 6689464"] dragon magic lends itself to be reskinned as a celestial origin, but still has too much built-in flavor. Now the problem is I don't necessarily need that origin to be that explicit, sometimes I just need something that works, passive flavor is ok, active flavor not so much. And the problem with homebrew is who should homebrew it? The DM who might spend time on something players will never touch? the player who will have problems overcoming the prejudices planted by the edition on mechanical approaches? (for example I have yet to find a DM who will let me start as bard -the closest patch I have found to this problem- because many DMs have become too opinionated on this kind of stuff) How many spells know? What about ritual casting? how does metamagic factor into it? What about the academic focussed features? and let alone the INT/Cha thing that is a deeper difference than most want to cnceede? And it still is stuck with toy weapons. I didn't like the wizard class back when it was suppossed to be this generic spellcaster -which it has never been- and there weren't other options for the niche, now that those options have been ripped appart I still don't find it a reason to like it. Just go back to that description of the 3e sorcerers I've played and tell me if the wizard can truly fill those shoes, you cannot assume a race nor feats, and the character should be able to safely dump Int and being an uncultured idiot. As much as this wizards are the new sorcerers is parroted around, the class just can't tell the kind of stories the old sorcerer could and sadly neither the new sorcerer. [/QUOTE]
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