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General Tabletop Discussion
*Dungeons & Dragons
Reworking Spell Lists (Reducing "Sameyness")
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<blockquote data-quote="Tony Vargas" data-source="post: 7917821" data-attributes="member: 996"><p>Going back to the early game:</p><p></p><p>Clerics: healing/restoring, buffing (Prayer/Chant), with a occasional flashes of control (Command), and blasting waiting to higher level (Flame Strike et al). Even though the classic cleric had 7 spell levels, his 7th level spells were exceedingly powerful. </p><p>Bottom line: Support. </p><p></p><p>Wizard: no healing, at all, period; lots of blasting (damaging spells at every level) and control (Sleep, Charm, &c) from level one on, game-changing utility starting as early as level 3 (invisibility), moar spells, more variety of spells, just more, more, more - all heavily restricted, hard to manage, and on a fragile character dependent upon smart play. </p><p>Bottom line: Advanced class for advanced players. (Oh, yeah, spells: Blasting/Control/Utility)</p><p></p><p>Druid: Between the two. Situational control from 1st on (Entangle). Healing kicks in at 2nd (CLW, goodberry), blasting at 3rd (class level & spell level, the druid progression was aberrant). Thematic emphasis on Fire in particular, other elements, and on nature & associated - plants, summoning/controlling animals and woodland supernatural creatures. </p><p>Bottom line: primarily thematic Support/Blasting/Situational</p><p></p><p></p><p>There are certainly spells that speak very strongly to a class, typically because they've been a best-/game-changer spell for their level, or been exclusive to that class, or at least started out so.</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 7917821, member: 996"] Going back to the early game: Clerics: healing/restoring, buffing (Prayer/Chant), with a occasional flashes of control (Command), and blasting waiting to higher level (Flame Strike et al). Even though the classic cleric had 7 spell levels, his 7th level spells were exceedingly powerful. Bottom line: Support. Wizard: no healing, at all, period; lots of blasting (damaging spells at every level) and control (Sleep, Charm, &c) from level one on, game-changing utility starting as early as level 3 (invisibility), moar spells, more variety of spells, just more, more, more - all heavily restricted, hard to manage, and on a fragile character dependent upon smart play. Bottom line: Advanced class for advanced players. (Oh, yeah, spells: Blasting/Control/Utility) Druid: Between the two. Situational control from 1st on (Entangle). Healing kicks in at 2nd (CLW, goodberry), blasting at 3rd (class level & spell level, the druid progression was aberrant). Thematic emphasis on Fire in particular, other elements, and on nature & associated - plants, summoning/controlling animals and woodland supernatural creatures. Bottom line: primarily thematic Support/Blasting/Situational There are certainly spells that speak very strongly to a class, typically because they've been a best-/game-changer spell for their level, or been exclusive to that class, or at least started out so. [/QUOTE]
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