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New D&D 3.5 Character class (spellcaster)
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<blockquote data-quote="Hawken" data-source="post: 4833146" data-attributes="member: 23619"><p>How so? It would actually seem to be a bit more dangerous. Spellbooks tucked away in dimensional bags or backpacks at the least are much safer and less sunder-able than a wand or staff in hand. Also, if you're storing your junk in a wand, what happens when you burn through all the charges of the wand and it disintegrates? Or when someone casts Disjunction on it. Can you channel or whatever through it if it is inert because of a Dispel Magic?</p><p></p><p>So, you want the best facets of the wizard AND the sorcerer classes but without their restrictions? There has to be a balance somewhere in your mix and right now I just don't see it. Its fine that you want to make a class that can do something the wizard or sorcerer cannot, but at the same time, it has to have some kind of drawback or mitigating factor that doesn't make it any more or less playable than any other class.</p><p></p><p>No it doesn't. It punishes it. Wizards are damned enough having to spend money to gain new spells where NO other class has to do that. It would be more accurate to state that wizards have some versatility when it comes to magic (they do get 2 "free" spells each level), but for anything beyond that it is going to cost them time and money--and a whole lot more if anything happens to their spellbook! You're emulating that, only to a greater degree. Its a crap move forcing a class to spend money to be even minimally effective.</p><p></p><p>You're missing the point. The wealth for magic items is there for a reason. And that reason is NOT to be good at your class. Its to have the resources and equipment you'll need to get through an adventure--separate from what you need just to pull off your class abilities. You're forcing anyone taking that class to spend money on things just to be able to use their class ability (spellcasting). That means that while they can cast spells, they are not going to have the gear or items they (or their companions) may need just to survive!</p><p></p><p>I've got to agree with Nonlethal here. Revised Elements of Magic is awesome--by far one of the best magic systems I've come across and I use it in every game where I can and my players love it! Its simpler, easier to learn than what you're proposing and it does it much better I think. </p><p></p><p>Why don't you just rule that they can only cast X spell level when they are at Y caster level? Its better than skewing the skill DCs to silly levels.</p></blockquote><p></p>
[QUOTE="Hawken, post: 4833146, member: 23619"] How so? It would actually seem to be a bit more dangerous. Spellbooks tucked away in dimensional bags or backpacks at the least are much safer and less sunder-able than a wand or staff in hand. Also, if you're storing your junk in a wand, what happens when you burn through all the charges of the wand and it disintegrates? Or when someone casts Disjunction on it. Can you channel or whatever through it if it is inert because of a Dispel Magic? So, you want the best facets of the wizard AND the sorcerer classes but without their restrictions? There has to be a balance somewhere in your mix and right now I just don't see it. Its fine that you want to make a class that can do something the wizard or sorcerer cannot, but at the same time, it has to have some kind of drawback or mitigating factor that doesn't make it any more or less playable than any other class. No it doesn't. It punishes it. Wizards are damned enough having to spend money to gain new spells where NO other class has to do that. It would be more accurate to state that wizards have some versatility when it comes to magic (they do get 2 "free" spells each level), but for anything beyond that it is going to cost them time and money--and a whole lot more if anything happens to their spellbook! You're emulating that, only to a greater degree. Its a crap move forcing a class to spend money to be even minimally effective. You're missing the point. The wealth for magic items is there for a reason. And that reason is NOT to be good at your class. Its to have the resources and equipment you'll need to get through an adventure--separate from what you need just to pull off your class abilities. You're forcing anyone taking that class to spend money on things just to be able to use their class ability (spellcasting). That means that while they can cast spells, they are not going to have the gear or items they (or their companions) may need just to survive! I've got to agree with Nonlethal here. Revised Elements of Magic is awesome--by far one of the best magic systems I've come across and I use it in every game where I can and my players love it! Its simpler, easier to learn than what you're proposing and it does it much better I think. Why don't you just rule that they can only cast X spell level when they are at Y caster level? Its better than skewing the skill DCs to silly levels. [/QUOTE]
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