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<blockquote data-quote="Crazy Jerome" data-source="post: 6059686" data-attributes="member: 54877"><p>Originally, bards did use druidic magic, but this was an extension of the way the druid was a Celtic kludge in the first place. They wanted to fudge the arcane/divine distinction to get "nature magic" for the druid, but it was a subclass of the cleric. Then having established "nature magic" but also representing Celtic magic, they hooked the bard onto for the Celtic bit and the ranger onto it for the nature bit. </p><p></p><p>So within the intent of this topic, what I'd look at is separating the class "magic caster" bits just a tiny bit from the underlying magic systems themselves. Namely, I'd do a series of "Lore" abilities (not skills, or at least not only skills). Given sufficient "Lore", you can do a certain kind of magic. This happens to work really well for wizards, bards, and druids in the original mythic sense of what are essentially different flavors of lore masters. But it also solves some stacking issues.</p><p></p><p>For example:</p><p></p><p><strong>Mage:</strong> Yada, yada, you're a mage. You get Arcane Lore.</p><p>Arcane Lore gives you access to t<strong>his,</strong> <strong>that</strong>, and <strong>another </strong>thing kind of magic, though not necessarily all of them, such as the traditional wizard where you can cast Magic Missile, Shield, Sleep.</p><p>As a mage with arcane lore you also get access to specialized abilities that aren't part of a magic system.</p><p></p><p>Then clerics get Divine Lore. The wizard and cleric versions, as befitting the central classes and following D&D traditions are rather general purpose. Then druids get Nature Lore, while Bards get Bardic Lore. But here's the thing. Because each lore is giving access to a variety of magic systems and non-magic systems, there will be overlap. So now Bardic Lore can give a touch of some of the same things that Nature Lore and Arcane Lore do, but also some music magic. And now music magic isn't tied one-to-one with Bardic Lore, so that it can also be used in some other appropriate class, if necessary. </p><p></p><p>Presumbably "Expertise" would then be the analog to Lore, with different kinds, such as "Martial Expertise" and so forth. That's not necessary, though, if the non-magic part needs to break down differently. </p><p></p><p>It's possible that a Ranger would get enough "Nature Lore" to find it easier to get magic if it was otherwise unlocked, but wouldn't necessarily get much of it staying a ranger, with that class being focused more on the non-magic system part of "Nature Lore".</p></blockquote><p></p>
[QUOTE="Crazy Jerome, post: 6059686, member: 54877"] Originally, bards did use druidic magic, but this was an extension of the way the druid was a Celtic kludge in the first place. They wanted to fudge the arcane/divine distinction to get "nature magic" for the druid, but it was a subclass of the cleric. Then having established "nature magic" but also representing Celtic magic, they hooked the bard onto for the Celtic bit and the ranger onto it for the nature bit. So within the intent of this topic, what I'd look at is separating the class "magic caster" bits just a tiny bit from the underlying magic systems themselves. Namely, I'd do a series of "Lore" abilities (not skills, or at least not only skills). Given sufficient "Lore", you can do a certain kind of magic. This happens to work really well for wizards, bards, and druids in the original mythic sense of what are essentially different flavors of lore masters. But it also solves some stacking issues. For example: [B]Mage:[/B] Yada, yada, you're a mage. You get Arcane Lore. Arcane Lore gives you access to t[B]his,[/B] [B]that[/B], and [B]another [/B]thing kind of magic, though not necessarily all of them, such as the traditional wizard where you can cast Magic Missile, Shield, Sleep. As a mage with arcane lore you also get access to specialized abilities that aren't part of a magic system. Then clerics get Divine Lore. The wizard and cleric versions, as befitting the central classes and following D&D traditions are rather general purpose. Then druids get Nature Lore, while Bards get Bardic Lore. But here's the thing. Because each lore is giving access to a variety of magic systems and non-magic systems, there will be overlap. So now Bardic Lore can give a touch of some of the same things that Nature Lore and Arcane Lore do, but also some music magic. And now music magic isn't tied one-to-one with Bardic Lore, so that it can also be used in some other appropriate class, if necessary. Presumbably "Expertise" would then be the analog to Lore, with different kinds, such as "Martial Expertise" and so forth. That's not necessary, though, if the non-magic part needs to break down differently. It's possible that a Ranger would get enough "Nature Lore" to find it easier to get magic if it was otherwise unlocked, but wouldn't necessarily get much of it staying a ranger, with that class being focused more on the non-magic system part of "Nature Lore". [/QUOTE]
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