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The (Generalist) Rogue, Bard, and Wizard. One of these things is not like the other.
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<blockquote data-quote="Crazy Jerome" data-source="post: 5988976" data-attributes="member: 54877"><p>Agree with Zustiur. I'm guessing that the most fruitful avenue to pursue to get there is to reverse engineer the specialists. That is, name the specialists; determine what spells they are supposed to have; make sure that some of their categories are backed off from where the wizard is now (over-powered). Different things will be red for each specialists. Then make the wizard a blend of those categories.</p><p> </p><p>Alternately, if specialists are subclasses of wizard (or the equivalent), it might be that there really is no such thing as a purely generalists wizard. Perhaps backing all those categories off to leave room for the specialists means that there isn't effective room for the non-specialists, without making him a bit of a twerp. So all wizards are good at moderately potent generalists magic, but then the specialty he picks gives him his best power.</p><p> </p><p>Or yet alternately again, perhaps the specialties are tiered, and thus a "generalist" is one that has pursued multiple specialties. Let's say for sake of illustration that the specialties are illusion, summonings, enchantment, evocation, and transmutation. All wizards get a pick ever so many levels to gain another tier in a specialty. They can spread them out or truly specialize in one or two. Certain spells require the wizard to first achieve a certain tier of mastery in the appropriate specialty. </p><p> </p><p>I don't have a favorite out of those routes, or even a guess which one would work better if rigorously evaluated, designed, and play tested. But the original kludge for specialties went the wrong way, starting with the very powerful generalists and then banning the one school in return for modest increase in number of spells in the specialty.</p><p> </p><p>Spell access is where the real power is, and thus where any kind of specialty needs to have real teeth. Yet, it is typically more reasonable with specialties to have their costs spread over the rest of the non-specialty options rather than ban one non-specialty option while allowing the others to go full bore. Moreover, if you aren't careful, you can make the generalist not worth having (in which case the second option above is the only reasonable one). That is, if the illusionist is a 5 in illusion then instead of 4,4,4,0 in the other categories, it would be better to make him something like 3,3,3,3 (with maybe a 2 thrown in). Then the generalist wizard can be more like a 4,4,4,4,4 (with maybe a 3 thrown in somewhere). That says to me that a generalist wizard should have an awful lot of Bs in the OPs scale. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p></blockquote><p></p>
[QUOTE="Crazy Jerome, post: 5988976, member: 54877"] Agree with Zustiur. I'm guessing that the most fruitful avenue to pursue to get there is to reverse engineer the specialists. That is, name the specialists; determine what spells they are supposed to have; make sure that some of their categories are backed off from where the wizard is now (over-powered). Different things will be red for each specialists. Then make the wizard a blend of those categories. Alternately, if specialists are subclasses of wizard (or the equivalent), it might be that there really is no such thing as a purely generalists wizard. Perhaps backing all those categories off to leave room for the specialists means that there isn't effective room for the non-specialists, without making him a bit of a twerp. So all wizards are good at moderately potent generalists magic, but then the specialty he picks gives him his best power. Or yet alternately again, perhaps the specialties are tiered, and thus a "generalist" is one that has pursued multiple specialties. Let's say for sake of illustration that the specialties are illusion, summonings, enchantment, evocation, and transmutation. All wizards get a pick ever so many levels to gain another tier in a specialty. They can spread them out or truly specialize in one or two. Certain spells require the wizard to first achieve a certain tier of mastery in the appropriate specialty. I don't have a favorite out of those routes, or even a guess which one would work better if rigorously evaluated, designed, and play tested. But the original kludge for specialties went the wrong way, starting with the very powerful generalists and then banning the one school in return for modest increase in number of spells in the specialty. Spell access is where the real power is, and thus where any kind of specialty needs to have real teeth. Yet, it is typically more reasonable with specialties to have their costs spread over the rest of the non-specialty options rather than ban one non-specialty option while allowing the others to go full bore. Moreover, if you aren't careful, you can make the generalist not worth having (in which case the second option above is the only reasonable one). That is, if the illusionist is a 5 in illusion then instead of 4,4,4,0 in the other categories, it would be better to make him something like 3,3,3,3 (with maybe a 2 thrown in). Then the generalist wizard can be more like a 4,4,4,4,4 (with maybe a 3 thrown in somewhere). That says to me that a generalist wizard should have an awful lot of Bs in the OPs scale. :D [/QUOTE]
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The (Generalist) Rogue, Bard, and Wizard. One of these things is not like the other.
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