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*Dungeons & Dragons
The Mage - Casting Methodology that is the difference
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<blockquote data-quote="Aldeon" data-source="post: 6178954" data-attributes="member: 6690450"><p>I definitely agree with the idea that the default casting form should be vancian (or whatever is in the last playtest, since some people are concerned that it isn't real vancian), with alternate spellcasting types being outside of player hands at first (like in the DMG or a splatbook). It unnecessarily complicates it for beginners to have the Mage class and have to choose between four or five spellcasting systems, and I think one of the more important things for D&D Next is to be accessible to newbies. Those alternate spellcasting systems are a good idea, but not out of the box IMO.</p><p></p><p>-</p><p></p><p>I also agree wholeheartedly with Jeff Carlsen's idea that the mage is a class focused purely on magic. However, I kinda want the devs to take it a step further and slaughter one of their sacred cows and break up the whole arcane/divine separation. I don't think there isn't a good reason a mage couldn't learn a healing spell (such as telekinetically placing a bone back into place after it was shattered, or rewinding time locally over a wound to a pre-injured state), and it's kinda bogus that a cleric can't cast polymorph even if he has a shapeshifting trickster god (unless it is a domain spell, but even then it leaves out many other spells that would fit the bill).</p><p></p><p>I think it would be really cool if it was similar to how Monte Cook pulled it off in Arcana Unearthed. For those unfamiliar, he simply split spells between 'simple' and 'advanced', giving his mage class (magister) the ability to cast both simple and advanced spells, then giving the ability to cast simple spells to his mage-fighter gish class (which could function as a paladin, bard, hexblade, cleric, etc depending on spell choices). At the same time, he made options so the mage-fighter class could learn some advanced spells too. With a split between simple and advanced spells, it would make it possible to balance spellcasting between pure casters and gishes.</p><p></p><p>Of course, this is just a pipe dream of mine. I'll just homebrew it when D&D Next comes out... :<</p></blockquote><p></p>
[QUOTE="Aldeon, post: 6178954, member: 6690450"] I definitely agree with the idea that the default casting form should be vancian (or whatever is in the last playtest, since some people are concerned that it isn't real vancian), with alternate spellcasting types being outside of player hands at first (like in the DMG or a splatbook). It unnecessarily complicates it for beginners to have the Mage class and have to choose between four or five spellcasting systems, and I think one of the more important things for D&D Next is to be accessible to newbies. Those alternate spellcasting systems are a good idea, but not out of the box IMO. - I also agree wholeheartedly with Jeff Carlsen's idea that the mage is a class focused purely on magic. However, I kinda want the devs to take it a step further and slaughter one of their sacred cows and break up the whole arcane/divine separation. I don't think there isn't a good reason a mage couldn't learn a healing spell (such as telekinetically placing a bone back into place after it was shattered, or rewinding time locally over a wound to a pre-injured state), and it's kinda bogus that a cleric can't cast polymorph even if he has a shapeshifting trickster god (unless it is a domain spell, but even then it leaves out many other spells that would fit the bill). I think it would be really cool if it was similar to how Monte Cook pulled it off in Arcana Unearthed. For those unfamiliar, he simply split spells between 'simple' and 'advanced', giving his mage class (magister) the ability to cast both simple and advanced spells, then giving the ability to cast simple spells to his mage-fighter gish class (which could function as a paladin, bard, hexblade, cleric, etc depending on spell choices). At the same time, he made options so the mage-fighter class could learn some advanced spells too. With a split between simple and advanced spells, it would make it possible to balance spellcasting between pure casters and gishes. Of course, this is just a pipe dream of mine. I'll just homebrew it when D&D Next comes out... :< [/QUOTE]
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