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General Tabletop Discussion
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Reworking Spell Lists (Reducing "Sameyness")
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<blockquote data-quote="TwoSix" data-source="post: 7917542" data-attributes="member: 205"><p>I think that's fine. Someone above ([USER=6871653]@vincegetorix[/USER], I believe) mentioned something about hell-themed spells going towards Cleric, and the astrological/star spells going to Wizard, which is a nice dichotomy I didn't think of. I'd certainly be supportive of that interpretation. We're not at 3rd level yet, but I was already thinking Hunger of Hadar seemed more of a Wizard spell than a Cleric spell to me at this point.</p><p></p><p></p><p>For me personally, I would conceptually be OK with druids being the primary healing class, but I think that moves too far from what the expected definition of the classes are. </p><p></p><p>I think the thing here is that for me, I'm trying to not build this class first...I'm trying to step back and say "What makes divine magic different from arcane magic and druidic magic." So I have kind of a simple head canon for this, where Divine is more lawful and civilization oriented, and Arcane is more chaotic, about personal discovery of the secrets of the universe, and Primal/druidic magic is about the Material Plane, and its Feywild and Shadowfell echoes. And that feeds into why I like charm/domination magic....fundamentally, clerical magic is about people. It enhances them, protects them, and can also take them over. </p><p></p><p></p><p>I think the other real fundamental distinction is how much of an mechanical niche to give each type of magic. The light cantrips and Misty Step are perfect examples. If you can do the same effect, but it's just done thematically three different ways, have you actually provided differentiation? I think different people would give different answers to that.</p><p></p><p></p><p>I think this looks like a good resolution. There's nothing there that jumps out at me as a "Wait a minute, no no no." It's all just "Well, you could also do it this way..." which I think is a good compromise position to be in.</p></blockquote><p></p>
[QUOTE="TwoSix, post: 7917542, member: 205"] I think that's fine. Someone above ([USER=6871653]@vincegetorix[/USER], I believe) mentioned something about hell-themed spells going towards Cleric, and the astrological/star spells going to Wizard, which is a nice dichotomy I didn't think of. I'd certainly be supportive of that interpretation. We're not at 3rd level yet, but I was already thinking Hunger of Hadar seemed more of a Wizard spell than a Cleric spell to me at this point. For me personally, I would conceptually be OK with druids being the primary healing class, but I think that moves too far from what the expected definition of the classes are. I think the thing here is that for me, I'm trying to not build this class first...I'm trying to step back and say "What makes divine magic different from arcane magic and druidic magic." So I have kind of a simple head canon for this, where Divine is more lawful and civilization oriented, and Arcane is more chaotic, about personal discovery of the secrets of the universe, and Primal/druidic magic is about the Material Plane, and its Feywild and Shadowfell echoes. And that feeds into why I like charm/domination magic....fundamentally, clerical magic is about people. It enhances them, protects them, and can also take them over. I think the other real fundamental distinction is how much of an mechanical niche to give each type of magic. The light cantrips and Misty Step are perfect examples. If you can do the same effect, but it's just done thematically three different ways, have you actually provided differentiation? I think different people would give different answers to that. I think this looks like a good resolution. There's nothing there that jumps out at me as a "Wait a minute, no no no." It's all just "Well, you could also do it this way..." which I think is a good compromise position to be in. [/QUOTE]
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