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Sorcerer Fix - Continued from "D&D Rules"
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<blockquote data-quote="Khaalis" data-source="post: 1345167" data-attributes="member: 2167"><p>Thanks. I really do want to create something that could have a mass appeal.</p><p></p><p></p><p></p><p></p><p>Currently I use a system that allows a Sorcerer to choose up to 4 spell lists (considered splits). The current system allows for customization of the class such as being able to alter the quality of the BAB and Saves gained, slightly more skill oriented, etc.. The more restricted spell lists the player chooses, the more they can alter the base class. They can also choose to use focus restrictions (such as a Gypsy sorcerer needing a Crystal Ball to activate their spell-like abilities) and other ways to customize their spell lists to be unique.</p><p></p><p>These restricted "splits" can be: </p><p>* Minor (No larger than 1/2 the Standard Wizard List, such as banning schools of magic); </p><p>* Thematic (Larger lists no more than 1/2 the size of the Wizard list but allowing spells from outside the Wizard list that fit the theme, such as the Bard spell list);</p><p>* Spell Path (Similar to Thematic but allowing no more than 5-10 spells per spell level);</p><p>* Single Path (Similar to a Domain list with 1 spell per spell level).</p><p></p><p><strong>Example:</strong> </p><p>Zythar is an Arcane Orphan Sorcerer with 2 Spell Lists focusing on Invisibility (Single Path) and Stealth (Spell Path of 5-10 spells per spell level such as <em>expeditious retreat, knock, cat's grace,</em> etc.). He also has the following modifications to his personal use os spell-like abilities.</p><p>· The Invisibility Path grants <em>invisibility</em> at 1st level rather than 2nd level.</p><p>· The Stealth Path requires the use of <strong>Thieves’ Tools</strong> as a spell focus, requiring a concentration check to use a spell-like power of the spell path without them or the spell fails.</p><p>After doing the math for these alterations and restrictions, Zythar chooses to modify his abilities as follows:</p><p>· Gain +2 Skill Points/Level and gain 2 Class Skills, Increase to Good Reflex saves, and Increase to an Average BAB.</p><p></p><p></p><p></p><p></p><p>I have thought about redoing the spell lists to have a set group of Thematic Lists, but I feel this is too restrictive as players can come up with MANY thematic spell lists. Each player should have the ability to choose their own spell lists to fit their character archetype they are trying to create. There should be general guidelines however, based partially on heredity. For example a Celestial bloodline Sorcerer should not be a specialist in Necromantic powers that use or aid Undead, but could instead have a limited spell list of Necromantic spells designed to Fight undead possibly including some of the divine spells. However - just because the Sorcerer is of Celestial descent does not mean that they have to have the same drives as a Celestial. The Sorcerer could still be a battle mage or a diviner, or even a generalist. The choice should be up to the player.</p><p></p><p>What I am currently unsure of is whether or not to enforce thematic restrictions on a character based on their heritage. For example should a Celestial bloodline Sorcerer only be able to use Positive energy or Planar oriented spells? Or should they have a requirement that one of their spell lists be of a set theme asside from the bonus Domain list they gain? Or should I simply make all Sorcerers use the "Spell Path" spli type to make a custom spell list?</p><p></p><p>Thanks!</p></blockquote><p></p>
[QUOTE="Khaalis, post: 1345167, member: 2167"] Thanks. I really do want to create something that could have a mass appeal. Currently I use a system that allows a Sorcerer to choose up to 4 spell lists (considered splits). The current system allows for customization of the class such as being able to alter the quality of the BAB and Saves gained, slightly more skill oriented, etc.. The more restricted spell lists the player chooses, the more they can alter the base class. They can also choose to use focus restrictions (such as a Gypsy sorcerer needing a Crystal Ball to activate their spell-like abilities) and other ways to customize their spell lists to be unique. These restricted "splits" can be: * Minor (No larger than 1/2 the Standard Wizard List, such as banning schools of magic); * Thematic (Larger lists no more than 1/2 the size of the Wizard list but allowing spells from outside the Wizard list that fit the theme, such as the Bard spell list); * Spell Path (Similar to Thematic but allowing no more than 5-10 spells per spell level); * Single Path (Similar to a Domain list with 1 spell per spell level). [b]Example:[/b] Zythar is an Arcane Orphan Sorcerer with 2 Spell Lists focusing on Invisibility (Single Path) and Stealth (Spell Path of 5-10 spells per spell level such as [i]expeditious retreat, knock, cat's grace,[/i] etc.). He also has the following modifications to his personal use os spell-like abilities. · The Invisibility Path grants [i]invisibility[/i] at 1st level rather than 2nd level. · The Stealth Path requires the use of [b]Thieves’ Tools[/b] as a spell focus, requiring a concentration check to use a spell-like power of the spell path without them or the spell fails. After doing the math for these alterations and restrictions, Zythar chooses to modify his abilities as follows: · Gain +2 Skill Points/Level and gain 2 Class Skills, Increase to Good Reflex saves, and Increase to an Average BAB. I have thought about redoing the spell lists to have a set group of Thematic Lists, but I feel this is too restrictive as players can come up with MANY thematic spell lists. Each player should have the ability to choose their own spell lists to fit their character archetype they are trying to create. There should be general guidelines however, based partially on heredity. For example a Celestial bloodline Sorcerer should not be a specialist in Necromantic powers that use or aid Undead, but could instead have a limited spell list of Necromantic spells designed to Fight undead possibly including some of the divine spells. However - just because the Sorcerer is of Celestial descent does not mean that they have to have the same drives as a Celestial. The Sorcerer could still be a battle mage or a diviner, or even a generalist. The choice should be up to the player. What I am currently unsure of is whether or not to enforce thematic restrictions on a character based on their heritage. For example should a Celestial bloodline Sorcerer only be able to use Positive energy or Planar oriented spells? Or should they have a requirement that one of their spell lists be of a set theme asside from the bonus Domain list they gain? Or should I simply make all Sorcerers use the "Spell Path" spli type to make a custom spell list? Thanks! [/QUOTE]
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