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Machism/Male chauvinism or mysogyny is when you despise all the women, not when you use a nasty word only against one woman with a bad behavior but you show respect for the rest of ladies and misses.
/facepalm
Machism/Male chauvinism or mysogyny is when you despise all the women, not when you use a nasty word only against one woman with a bad behavior but you show respect for the rest of ladies and misses.
OK, so how do you gate that restrictiveness in mechanical terms to force the Witch/Occultist to be less common? Minimum stat requirements?This is my idea of what a Witch/Occultist class is and how it is different from a Wizard or Warlock.
Witchcraft/Occultism is an old art, far older than Wizardry. It is the first arcane craft, and was much more difficult to master and more restrictive than Wizardry is, which is why Wizardry is much more common nowadays than Witchcraft/Occultism.
The way D&D markets itself is that the PC options are primarily to be used for PCs and that the PCs are generally the heroes of the game. There are very few outright "evil" options in the game, and the few that are there are mostly marketed as antiheroes rather than villains. As far as I know, there are two overtly evil options and they are both in the DMG.Well, two things here.
One, heroic and PC are not synonyms.
Two, if the class is open to PCs it's also open for the DM to throw at 'em as opponents, which is far more likely where-how they'd appear; and just feeds right back into the whole witch=evil stereotype that people are otherwise trying to overcome.
Unless I made such a class so bland as to be nearly unplayable, I'd get backlash from my own table!
Designing a Witch class would for me be nothing more than an exercise in walking on eggshells; as it would be for WotC only writ much larger.
Agreed.I'll toss in here they should also be the best at potion-making; maybe even being able to brew basic potions as a baked-in class feature right from 1st level.
Also, if one's game has any sort of system for magic herbs, this class should shine here also.
I get where that comes from, but my issue with familiars is that they don’t do the main thing I would even want them in the game for, which is help a Wizard or alchemist do their stuff. To me, the familiar should be a utility and downtime asset above all. It should give advantage on lore checks, reduce crafting time, aid in spell research (which should be a thing), etc.As someone who is thi-i-i-is close to getting rid of Find Familiar forever as they're such a bloody nuisance, please forgive my lack of support for this one.![]()
I'd see a decent Hex spell being something that negatively affects all foes* within a certain fairly large area, but the effect on those creatures is minor - -1 to hit, maybe, or -1 to any and all damage dealt regardless of how it was caused.
Come to think of it, ideally this damage-reduction idea would also affect spells cast by affected creatures - which makes it something new; I can't think of any other effect that causes a blanket reduction on all damage whether from spell or weapon. Bane only affects melee, I think.
* - though my preference would be it gets everyone in the area, friend or foe, forcing the caster to be careful with targeting the area and discouraging it from just being dropped onto an existing melee.
Why does it mean to be gated? Even if every player in your campaign chose that class, the numbers would still be statistically insignificant, right?OK, so how do you gate that restrictiveness in mechanical terms to force the Witch/Occultist to be less common? Minimum stat requirements?
That's easy. They'd have access to less blasting and utility spells than Wizards, and be more restricted to specific types of spells. Like I mentioned above, I had the "Unearthly Paths" that were their color of magic, Black Magic, Grey Magic, and White Magic. Their color of magic would restrict them to a certain playstyle and roleplay (to an extent).OK, so how do you gate that restrictiveness in mechanical terms to force the Witch/Occultist to be less common? Minimum stat requirements?
No, it isn’t.Machism/Male chauvinism or mysogyny is when you despise all the women, not when you use a nasty word only against one woman with a bad behavior but you show respect for the rest of ladies and misses.
Actually, they were pregens. Players could choose any of the witches to play. I never ran the one-shot, but I have it in my back pocket should the occasion arise.Whoah....nine players? That's a huge group.
But I've (also) contemplated a 5e compatible campaign world in which all the player characters are witches, of different flavors. Set in a traditional fairy-tale forest. I think it could be a blast. As a one-time thing, anyway.
My method would simply be for the DM to not include many NPC Occultists. Then, it doesn’t matter if the whole party are Occultists, the class is still quite rare.OK, so how do you gate that restrictiveness in mechanical terms to force the Witch/Occultist to be less common? Minimum stat requirements?