Swordmage Class

Ruin Explorer said:
Dozens of 3E Base Classes added in Complete books, in Dragon, and on WotC's website were attempts to create viable "multiclass" classes, which were almost universally significantly more powerful and practical than actual multiclassing.
I think this is far from correct. Most of the classes were considered poor choices. For every warlock there was a hexblade and spellthief.

A handful of classes got a lot of attention, and even those weren't necessarily considered powerful. No one complained about the Scout being powerful, but it was one of the most popular of the new classes.
 

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Ruin Explorer said:
I do hope not, the Psychic Warrior was much cooler than a lame old "swordmage" (jeez), and will hopefully return in the new Psionics book which we have been told will arrive eventually.
What I mean is that the psychic warrior's power list for the most part revolves around powers that just effect him. From expansion to healing to dimensional door. Meanwhile, almost half of the Duskblade's spells are boom/ranged effects, not buffs.

It wouldn't hurt my feelings any if they designed the PsyWar and the Swordmage to be similar but distinctly different. The Swordmage doesn't wear armor, and his spells are strictly arcane buffs. The Psywar should get armor, and he should get psionic powers but here's the important part: the Psywar powers aren't just psionic versions of the Swordmage's arcane spells. The SM gets mage armor, the PW gets a bonus to natural armor; the SM gets damage reduction spell, healing for the PW; the SM can set his blade on fire, the PW should get some other damage-heightening effect, perhaps a single-shot damage boost like 3d6. The powers/spells should be similar in their purpose (Improve defenses, do more damage, hit more, have a few sundry effects) but the effects should be distinct enough to tell them apart.

But then, I think the same should be true for psions vs. wizards.
 
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Rich said:
* Swordmages aren't "gishes" or bladesingers. Someone over on EN World made an uncannily accurate prediction about the class, which I can confirm here: A swordmage is a warrior who uses magic to fight better.
* Swordmages use spells of armorning and protection instead of wearing heavy armor. At the most basic level, it's something along the lines of an always-on mage armor spell, renewed each morning. Since they're defenders, they need hit points and AC comparable to fighters, and swordmages get there by using persistent magic effects.I think there are other persistent wards in play too, spells that provide some energy resistance, mental defense, things of that sort.
* Swordmages have lots of room for fun, combat-focused "immediate" spells and "move" spells. For example, my character Geran makes use of a few short-range teleports and transpositions, as well as instant shield-like effects. The movement effects will work great for a defender--what better way to get the troll to stop beating on the wizard than to simply trade places with your unarmored friend?
* Swordmages have room for fun attack powers, too. For example, I have Geran make use of a short-duration, self-only strength spell, as well as another one that wreathes his sword in magical flames. There are a few others I touched on in my novel, but I don't want to give any more away 'cause I don't want to spoil things.
Mmm, crunchy goodness! Sounds to me like this is a fighter who uses innate magic, rather than a fighter with fancy gear. Such a character could be a lot of fun to play.

A spell that gives a bonus to AC, instead of enhancement/deflection bonuses. A self-only strength spell instead of a belt of strength. A spell that wreathes his sword in magical flames, instead of a flaming sword. Short-range teleport spells instead of a cape of the monteback. And so on.

I think we can guess how they are reducing the game's dependence on magic items...
 

Glyfair said:
I think this is far from correct. Most of the classes were considered poor choices. For every warlock there was a hexblade and spellthief.

A handful of classes got a lot of attention, and even those weren't necessarily considered powerful. No one complained about the Scout being powerful, but it was one of the most popular of the new classes.

That's lovely as an opinion, if only it was backed up by any form of facts! One thing is clear - many of the 3E base classes were designed around a hybridization of class X and Y theme, and that is a fact.

I'm particularly interested in your assertion that the Scout was "one of the most popular" of the new classes, I take it that's entirely anecdotal and opinion-based?
 

Ruin Explorer said:
I'm particularly interested in your assertion that the Scout was "one of the most popular" of the new classes, I take it that's entirely anecdotal and opinion-based?
Anecdotal, with evidence. It was one of the last classes dropped from the "alternate class survivor" I ran a while back.

In fact, it made it to the final against the warlock. Not bad for a field of 33 classes. Also vote around 300 give a lot of weight to the "anecdotal evidence."
One thing is clear - many of the 3E base classes were designed around a hybridization of class X and Y theme, and that is a fact.
Won't disagree with that. Many more prestige classes were created to fix this role, though.
 
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Wormwood said:
Good enough for me---I rarely use psionics but I've always *loved* the PsyWar.

The PsiWarrior has allways been a favorite of mine, and I can't wait to take a swordmage out for a test drive. :)
 

I personally thought the Psiwar was a little underpowered. He had a cleric BAB and few power points to throw around. Thank god the various Psionic feats were there to offer a little boost.
 


CleverNickName said:
Mmm, crunchy goodness! Sounds to me like this is a fighter who uses innate magic, rather than a fighter with fancy gear. Such a character could be a lot of fun to play.

A spell that gives a bonus to AC, instead of enhancement/deflection bonuses. A self-only strength spell instead of a belt of strength. A spell that wreathes his sword in magical flames, instead of a flaming sword. Short-range teleport spells instead of a cape of the monteback. And so on.

I think we can guess how they are reducing the game's dependence on magic items...

Yeah, but what do you do with a character who has those abilities then acquires those items? They must have to implement some sort of stacking restriction in the new rules. Then again like all of 4E "previews" they are devoid of any concrete info so we can only speculate.
 

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