JohnSnow
Hero
Gentlegamer said:How about going old school and using "Magic-user" . . ? That's pretty generic sounding.
Adept could work (as it does in True20), but it really is a term for a highly skilled wizard, similar to arch-mage.
Point. And since we're removed from earlier editions a bit, it doesn't have quite the baggage of the equally generic "sorcerer." Another generic term is Arcanist, which I kinda hate. So magic-user it is.
I also agree that Adept is a better term for someone skilled with magic. When I was rewriting True Sorcery's Student of Wizardry, First, Second, Third Magnitude stuff for a less BCCS setting, I called them Apprentice, Adept, Wizard, Magister, and Archmage. Moving on...
Primitive Screwhead said:I like the potential shown so far, the classes look like it gets closer to what D20 promised before the flood of Prestige Class and 'new' base classes. Modeling characters with a set base class and building on that with Feat and Talent trees looks like the way to go.
I agree. It would also cut down on the need for hundreds of class variants. Instead, you just build new talent trees. What you balance between the classes are the skills, attacks, defenses (incl. hit points), and general flavor.
Primitive Screwhead said:The Force system looks decent.. altho handling force powers as talents might get a bit cumbersome. I will have to look at how that can integrate into EoM
Well, Force Powers are basically accessed via feats, as spells are in True Sorcery, or traditions in Elements of Magic - Mythic Earth. From what he said in our earlier correspondence, I think Ryan's going to a single "Spellcasting" skill with feats for spell access in the next version of EoM. So, it's basically similar to the Saga Edition approach.
Where Saga diverges is having force uses be skill-based, with feats required to access some advanced uses (Powers), and talents for others (basically like class features). That's, in my opinion, brilliant.
I know some of the Enworld folks hate Encounter-based game balance, but I personally love it. I'd be thrilled if hit points were (almost) the only character resource with a "real world" time limit. And yes, there would have to be some limit to how many times you could be healed in a day. But how difficult is that to throw in, really?
There's only a few magical abilities that are game-breaking to use multiple times in a day. I'm not sure about the 1 minute recovery, but the most compelling option is fatigue. And nobody EVER likes that one. So, I'm going to be considering Saga's system very carefully. Depending on how well it plays, I may replace it with a token-based mechanic that recovers incrementally even during combat, but that's an easy houserule.
Drowbane said:If 4e goes that route I'm sticking with 3.X, thank you very much!
First off, this is just my personal attempt at Saga-izing D&D, and has nothing to do with 4e. Second, I personally think fantasy works better with archetypal characters, but I don't think we need 71 base classes. Quite frankly, that's silly. So I think there might be something to the notion of reducing it back to a few archetypes, and allowing the differences to allow for variant class features by using Talent Trees (a la d20 Modern). Yes, you could do it all with feats, but some things scream to be specific to a single class.
Is a knight, samurai, swashbuckler or barbarian different enough from a fighter to merit different classes? Are the Paladin, Ranger, Hexblade and Duskblade really anything but fighters with some spellcasting and flavor? I don't really think so.
But that's my opinion.
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