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Preview of the Witch Class I am working on
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<blockquote data-quote="Quickleaf" data-source="post: 7305430" data-attributes="member: 20323"><p>I just did in some detail, but to distill it to a TL;DR...</p><p></p><p>CONS</p><p></p><p>1) <strong>Lacks cohesive identity/concept.</strong> What *is* a witch? Both narratively and mechanically? And how is this different from other spellcasters? You need to answer that question first. If it were me, I'd go back to the sources of literature/media that inspired my design and catalogue the traits I feel belong to a witch. So I'd do my research. Then I'd look over those traits, compare them to D&D's lore and other spellcasting classes, and start to hone in on a unique identity <em>narratively</em> as well as <em>mechanically.</em></p><p></p><p>2) <strong>Drawbacks too crippling / Drawbacks as class features is anti-5e design.</strong></p><p></p><p>3) <strong>Origins of Power redundant/overlapping with Sorcererous Origins & Warlock Patrons.</strong> </p><p></p><p>4) <strong>Coven is just bonus spells.</strong> Feels like to could easily be rolled in Origins of Power or, like I'm suggesting, expanded to take over the design space you have now devoted to Origins of Power.</p><p></p><p>PROS</p><p></p><p>1) <strong>Coven has a lot of potential design space.</strong> You could really create something with a unique identity by playing this up.</p><p></p><p>OTHER CONSIDERATIONS</p><p></p><p>1) <strong>How do you decide what spells belong on a witch's spell list?</strong> Traditionally in D&D there's a divide between healers (bards, clerics, druids) and blasters (sorcerers, warlocks, wizards). It does get to be a little fuzzy, but you need to figure out (a) will your class follow that tradition, or (b) will your class break that tradition (and if so how will you balance it).</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 7305430, member: 20323"] I just did in some detail, but to distill it to a TL;DR... CONS 1) [B]Lacks cohesive identity/concept.[/B] What *is* a witch? Both narratively and mechanically? And how is this different from other spellcasters? You need to answer that question first. If it were me, I'd go back to the sources of literature/media that inspired my design and catalogue the traits I feel belong to a witch. So I'd do my research. Then I'd look over those traits, compare them to D&D's lore and other spellcasting classes, and start to hone in on a unique identity [I]narratively[/I] as well as [I]mechanically.[/I] 2) [B]Drawbacks too crippling / Drawbacks as class features is anti-5e design.[/B] 3) [B]Origins of Power redundant/overlapping with Sorcererous Origins & Warlock Patrons.[/B] 4) [B]Coven is just bonus spells.[/B] Feels like to could easily be rolled in Origins of Power or, like I'm suggesting, expanded to take over the design space you have now devoted to Origins of Power. PROS 1) [B]Coven has a lot of potential design space.[/B] You could really create something with a unique identity by playing this up. OTHER CONSIDERATIONS 1) [B]How do you decide what spells belong on a witch's spell list?[/B] Traditionally in D&D there's a divide between healers (bards, clerics, druids) and blasters (sorcerers, warlocks, wizards). It does get to be a little fuzzy, but you need to figure out (a) will your class follow that tradition, or (b) will your class break that tradition (and if so how will you balance it). [/QUOTE]
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