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Rules that still feel unneeded (to me)
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<blockquote data-quote="Voadam" data-source="post: 4089546" data-attributes="member: 2209"><p>By definition removing choices makes things different. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> </p><p></p><p>Using different subsets does make things different. I played a beguiler in a game next to a warmage. Our characters were fairly different mechanically and felt different in their effects. My beguiler was different from the sorcerers I've played and from the wizards. Having a focused theme with no spell choices to shore up the weaknesses of that theme was different from the sorcerers I've played. Having spontaneous spells was different from the wizards. Having trap abilities was different from both.</p><p></p><p>Obviously beguilers and warmages use focused subsets of the wizard arcane spell list just as wizards use a subset of the superset of spells in D&D. Just as obviously their subsets do not overlap significantly and the differences have an impact on game play.</p><p></p><p>The argument was that 4e splits schools of magic into classes. I am pointing out that this can be done in 3e.</p><p></p><p>Further, use warmage, beguiler, and dread necromancer instead of wizards and you get school focused full arcane casting classes with little overlap in spell lists. Restrict the casters in a campaign to these and it <em>does</em> give magic in the campaign a feel that is different from the default that can be exciting.</p><p></p><p>Do not like the restrictions of such a campaign model? Allowing these classes that allow fewer choices but different powers than a sorcerer or wizard in addition to the standard classes then provides different options for players and NPCs as individuals. Alternatively go the other direction and take the generalist wizard one step further on a campaign level with the Unearthed Arcana generalist caster class who uses all spells both arcane and divine and obviates the need for multiple caster classes.</p><p></p><p>Want entirely new and different mechanics? Use shadowcasters, binders, truenamers, and psions. Or take any of the dozens and dozens of D&D compatible 3rd party caster classes.</p></blockquote><p></p>
[QUOTE="Voadam, post: 4089546, member: 2209"] By definition removing choices makes things different. :) Using different subsets does make things different. I played a beguiler in a game next to a warmage. Our characters were fairly different mechanically and felt different in their effects. My beguiler was different from the sorcerers I've played and from the wizards. Having a focused theme with no spell choices to shore up the weaknesses of that theme was different from the sorcerers I've played. Having spontaneous spells was different from the wizards. Having trap abilities was different from both. Obviously beguilers and warmages use focused subsets of the wizard arcane spell list just as wizards use a subset of the superset of spells in D&D. Just as obviously their subsets do not overlap significantly and the differences have an impact on game play. The argument was that 4e splits schools of magic into classes. I am pointing out that this can be done in 3e. Further, use warmage, beguiler, and dread necromancer instead of wizards and you get school focused full arcane casting classes with little overlap in spell lists. Restrict the casters in a campaign to these and it [I]does[/I] give magic in the campaign a feel that is different from the default that can be exciting. Do not like the restrictions of such a campaign model? Allowing these classes that allow fewer choices but different powers than a sorcerer or wizard in addition to the standard classes then provides different options for players and NPCs as individuals. Alternatively go the other direction and take the generalist wizard one step further on a campaign level with the Unearthed Arcana generalist caster class who uses all spells both arcane and divine and obviates the need for multiple caster classes. Want entirely new and different mechanics? Use shadowcasters, binders, truenamers, and psions. Or take any of the dozens and dozens of D&D compatible 3rd party caster classes. [/QUOTE]
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