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Psionics: What Do You Want?
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<blockquote data-quote="Steampunkette" data-source="post: 9673060" data-attributes="member: 6796468"><p>... so... coldest hot take on record 'cause I've made it evident, before:</p><p></p><p>I hate that the caster classes have been homogenized to the degree that they have.</p><p></p><p>Sorcerers and Wizards should have different spell lists. Some overlap, sure. But largely distinct. With Wizards getting lots of extra spell slots specifically for information/exploration/social spellcasting while the Sorcerer instead relies on class abilities to cover those aspects.</p><p></p><p>Similarly, Clerics and Druids should have entirely different spell lists from Sorc/Wizard, and only 7 levels of spells they can cast.</p><p></p><p>Note: Not "They can only cast a maximum of 7th level spells". 7th level Cleric Spells should be up there with 9th level Wizard spells in power. Their power gain should be shifted to play into that, with fewer spell slots compared to Sorcerer/Wizard and more inherent healing effects tied to the classes rather than it just being spell slots.</p><p></p><p>Their healing should also -be- different. 2d8 compared to 1d8+Regen with the regen being 2 points for 3 rounds, stacking. Just as an example.</p><p></p><p>Warlocks? They can stay mostly like they are. But also deserve their own "Dark Magic" spellcasting list separate from everyone else.</p><p></p><p>And Bards... well. Bards should be arcane half-casters with their own spell list focusing on illusions, charms, music, art, dance, and comedy. They should also get Extra Attack at 5th level and basically function like the Paladin to a Wizard's Cleric.</p><p></p><p>And while they all cast spells, their magics should be broken out into four sources. Arcane, Divine, Occult, and Primal. With each power source defined separate from the others, and the methods they use to achieve their goals represented in the mechanics of -their- spells. Can there be overlap in the function of spells? Sure. An 8d6 3rd level spell is all well and good, but it won't be the -same- spell. Different ranges, components, areas... etc.</p><p></p><p>Take the "Broken Plate" example:</p><p></p><p>A Wizard, a Cleric, a Druid, and a Warlock are all given a test to repair a broken plate.</p><p></p><p><strong>The Wizard</strong> uses magic to bind the larger pieces together, but some of the plate is lost, so gold fills in the missing pieces pulverized beyond Arcane magic's ability to repair. Some is lost and replaced.</p><p></p><p><strong>The Cleric</strong> takes a shard of the broken plate and uses their magic to make a whole plate around and from it. There are still many shards of porcelain on the floor, but a plate is restored.</p><p></p><p><strong>The Druid</strong> looks to the plate and knows it can never truly be restored, because as a thing it has been destroyed. And thus is the cycle of all. But from the earth a new plate is created to serve the same purpose.</p><p></p><p><strong>The Warlock </strong>looks down at the shards pushes them as close together as possible, and impossibly uses a Staple Gun to put most of the plate back together. It's missing bits that aren't replaced and oddly shaped with a few sharp edges... but what remains still holds food like any other plate.</p><p></p><p>Sadly for me, and happily for a lot of people, I'll never be the lead designer of a D&D Edition!</p></blockquote><p></p>
[QUOTE="Steampunkette, post: 9673060, member: 6796468"] ... so... coldest hot take on record 'cause I've made it evident, before: I hate that the caster classes have been homogenized to the degree that they have. Sorcerers and Wizards should have different spell lists. Some overlap, sure. But largely distinct. With Wizards getting lots of extra spell slots specifically for information/exploration/social spellcasting while the Sorcerer instead relies on class abilities to cover those aspects. Similarly, Clerics and Druids should have entirely different spell lists from Sorc/Wizard, and only 7 levels of spells they can cast. Note: Not "They can only cast a maximum of 7th level spells". 7th level Cleric Spells should be up there with 9th level Wizard spells in power. Their power gain should be shifted to play into that, with fewer spell slots compared to Sorcerer/Wizard and more inherent healing effects tied to the classes rather than it just being spell slots. Their healing should also -be- different. 2d8 compared to 1d8+Regen with the regen being 2 points for 3 rounds, stacking. Just as an example. Warlocks? They can stay mostly like they are. But also deserve their own "Dark Magic" spellcasting list separate from everyone else. And Bards... well. Bards should be arcane half-casters with their own spell list focusing on illusions, charms, music, art, dance, and comedy. They should also get Extra Attack at 5th level and basically function like the Paladin to a Wizard's Cleric. And while they all cast spells, their magics should be broken out into four sources. Arcane, Divine, Occult, and Primal. With each power source defined separate from the others, and the methods they use to achieve their goals represented in the mechanics of -their- spells. Can there be overlap in the function of spells? Sure. An 8d6 3rd level spell is all well and good, but it won't be the -same- spell. Different ranges, components, areas... etc. Take the "Broken Plate" example: A Wizard, a Cleric, a Druid, and a Warlock are all given a test to repair a broken plate. [B]The Wizard[/B] uses magic to bind the larger pieces together, but some of the plate is lost, so gold fills in the missing pieces pulverized beyond Arcane magic's ability to repair. Some is lost and replaced. [B]The Cleric[/B] takes a shard of the broken plate and uses their magic to make a whole plate around and from it. There are still many shards of porcelain on the floor, but a plate is restored. [B]The Druid[/B] looks to the plate and knows it can never truly be restored, because as a thing it has been destroyed. And thus is the cycle of all. But from the earth a new plate is created to serve the same purpose. [B]The Warlock [/B]looks down at the shards pushes them as close together as possible, and impossibly uses a Staple Gun to put most of the plate back together. It's missing bits that aren't replaced and oddly shaped with a few sharp edges... but what remains still holds food like any other plate. Sadly for me, and happily for a lot of people, I'll never be the lead designer of a D&D Edition! [/QUOTE]
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