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*Dungeons & Dragons
Single-spell Caster & a Feat-based Class
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<blockquote data-quote="Phazonfish" data-source="post: 7118789" data-attributes="member: 6855766"><p>Oh wow, when I asked about an update I never expected split into subclasses to have already progressed so far. I think the School Arcane Traditions feature was an especially fitting way to give the subclass an ability based on school choice without over complicating things. Here's a few of my observations thus far...</p><p></p><p>I think I found a typo. "Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per <em>municipaladin</em> level after 1st"</p><p></p><p>Under Equipment the Cynosure has the option to take an arcane focus, but technically the Cynosure currently lacks the ability to use a focus in place of material components. An easy fix to add in.</p><p></p><p>I think it's a little redundant for both subclasses to have School Benefits as an archetype feature. Even if there is a practical difference in that the Specialist gets it one level later than the Purist, I don't think that delay really serves a purpose. I would consider just making it a feature of the main class.</p><p></p><p>I think you would have an easier time coming up with a full list of spells for each school if you eased the restrictions a bit. Currently, you give each school one spell of each level, but since you choose the spells for each step in the progression for each school, you could give them a spell of a different level of about the same usefulness. For instance, if neither Stoneskin nor Banishment existed and you were looking a 4th level equivalent spell for abjurers, you could give them Dispel Magic at 3rd (pretty solid spell for 3rd level) and then give them Counterspell at 4th (since Counterspell is considered one of the best spells in the game it is unlikely that abjurers will complain about the lower level). In fact, I would consider implementing this change even though other 4th level spells exist for 3 reasons: 1) so that the abjurer has both spells that benefit from Improved Abjuration (although I notice that the Cynosure's version is rewritten to only apply to Counterspell), 2) Stoneskin is not a great spell (it's a concentration spell that involves taking damage AND it has a costly material component that it consumes), and 3) Dispel Magic and Counterspell are more similar to each other than to Stoneskin (I assume the point is for each school's list to be composed of spells similar enough for it to appear to more or less be the same spell or type of magic that you are developing as you level). You could even put a higher level spell in place of a lower level spell if it is a higher level spell that is subpar, for example Circle of Death (does the same damage as a spell 3 levels lower than it AND has a costly material component) in the empty 5th level place for necromancy.</p><p></p><p>That's what I got so far, but I'll go over it a couple more times later.</p><p></p><p>Keep up the amazing work.</p></blockquote><p></p>
[QUOTE="Phazonfish, post: 7118789, member: 6855766"] Oh wow, when I asked about an update I never expected split into subclasses to have already progressed so far. I think the School Arcane Traditions feature was an especially fitting way to give the subclass an ability based on school choice without over complicating things. Here's a few of my observations thus far... I think I found a typo. "Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per [I]municipaladin[/I] level after 1st" Under Equipment the Cynosure has the option to take an arcane focus, but technically the Cynosure currently lacks the ability to use a focus in place of material components. An easy fix to add in. I think it's a little redundant for both subclasses to have School Benefits as an archetype feature. Even if there is a practical difference in that the Specialist gets it one level later than the Purist, I don't think that delay really serves a purpose. I would consider just making it a feature of the main class. I think you would have an easier time coming up with a full list of spells for each school if you eased the restrictions a bit. Currently, you give each school one spell of each level, but since you choose the spells for each step in the progression for each school, you could give them a spell of a different level of about the same usefulness. For instance, if neither Stoneskin nor Banishment existed and you were looking a 4th level equivalent spell for abjurers, you could give them Dispel Magic at 3rd (pretty solid spell for 3rd level) and then give them Counterspell at 4th (since Counterspell is considered one of the best spells in the game it is unlikely that abjurers will complain about the lower level). In fact, I would consider implementing this change even though other 4th level spells exist for 3 reasons: 1) so that the abjurer has both spells that benefit from Improved Abjuration (although I notice that the Cynosure's version is rewritten to only apply to Counterspell), 2) Stoneskin is not a great spell (it's a concentration spell that involves taking damage AND it has a costly material component that it consumes), and 3) Dispel Magic and Counterspell are more similar to each other than to Stoneskin (I assume the point is for each school's list to be composed of spells similar enough for it to appear to more or less be the same spell or type of magic that you are developing as you level). You could even put a higher level spell in place of a lower level spell if it is a higher level spell that is subpar, for example Circle of Death (does the same damage as a spell 3 levels lower than it AND has a costly material component) in the empty 5th level place for necromancy. That's what I got so far, but I'll go over it a couple more times later. Keep up the amazing work. [/QUOTE]
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