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<blockquote data-quote="steeldragons" data-source="post: 7342061" data-attributes="member: 92511"><p>Well, thanks. But it's not "totally different."</p><p></p><p>My initial post, as I said, was an example of the first 10 levels of play. So you had 10 spells to choose from</p><p></p><p>Taking your concerns/comments into consideration, I added in the expanding spell selections/chains...but, as I also stated, they're still going to be thematic and defined by your first choice (more work in creating the "subclass" Chains than 2 spells per level 1-6 and 1 each 7th, 8th, 9th, but not undoable).</p><p></p><p>It's still not going to be players choosing whatever spells they want. You're locked into a set of options. So there's player "agency"/choice...but not a free-for-all. A Fire Sorcerer is never going to be a great diviner or mind reader or illusion maker. They just won't. His/Her spells are still going to be flame, heat or light related. Probably overwhelmingly combative, offense/defense, applications. That's just what they'll get. With some limited utility worked in either in the spell choices or the Chain features as best they can. A Shadow Sorcerer would never be able to choose Radiant/Light spells, an Illusion-based guy won't be able to create "real" alterations/transmutations, and so on.</p><p></p><p>So, I'm curious, from your reading, what do you like? Where you see the line/crossing point to meeting your expectations for "power" over "theme." Or was it just that looking at it from the 10 level example/precursors you didn't extrapolate out a full 20 levels?</p></blockquote><p></p>
[QUOTE="steeldragons, post: 7342061, member: 92511"] Well, thanks. But it's not "totally different." My initial post, as I said, was an example of the first 10 levels of play. So you had 10 spells to choose from Taking your concerns/comments into consideration, I added in the expanding spell selections/chains...but, as I also stated, they're still going to be thematic and defined by your first choice (more work in creating the "subclass" Chains than 2 spells per level 1-6 and 1 each 7th, 8th, 9th, but not undoable). It's still not going to be players choosing whatever spells they want. You're locked into a set of options. So there's player "agency"/choice...but not a free-for-all. A Fire Sorcerer is never going to be a great diviner or mind reader or illusion maker. They just won't. His/Her spells are still going to be flame, heat or light related. Probably overwhelmingly combative, offense/defense, applications. That's just what they'll get. With some limited utility worked in either in the spell choices or the Chain features as best they can. A Shadow Sorcerer would never be able to choose Radiant/Light spells, an Illusion-based guy won't be able to create "real" alterations/transmutations, and so on. So, I'm curious, from your reading, what do you like? Where you see the line/crossing point to meeting your expectations for "power" over "theme." Or was it just that looking at it from the 10 level example/precursors you didn't extrapolate out a full 20 levels? [/QUOTE]
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