Unearthed Arcana Domain Wizards

Li Shenron

Legend
Just browsing through my new Unearthed Arcana and gathering first opinions... :cool:

The parts I am most pleased about is the classes and class features variants. I think they are well balanced and they are very good to make new interesting characters without the need to get prestige classes. I would like to make ALL these variants available to the characters in the future.

However I noticed that the Domain Wizards variant - although it is a good alternative to Specialized Wizards - it makes the standard non-specialized Wizard completely obsolete! Am I overlooking anything?
A Domain Wizard is some kind of lesser specialization: it is actually "more" specialized in the sense that it concentrates on 10 spells instead of a whole school. Since it loses versatility compared to school specialization, it has other benefits: those 10 spells are known for free, and there is no forbidden school. But with this last thing... what is the reason to be a normal non-specialized PHB wizard? :\

What am I missing? This seems to be the only variant that makes something core 100% unconvenient.
 

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It's pretty weird by the looks of it. However, this variant comes from some author/DM's private game and probably worked well under those circumstances. -For sure, if you add this variant to your game no one will ever play a regular wizard again. But, honestly, does that really matter?
 

I don't own UA yet, but I wouldn't be surprised if some of the variants were meant to be a replacement instead of an addition.
 

Li Shenron said:
What am I missing? This seems to be the only variant that makes something core 100% unconvenient.

I don't have my copy with me, but if I recall correctly UA mentions that the Doman Wizards, like the Generic Classes and Prestige Bard/Paladin/Ranger, are best used as replacements.

I had the same thought as you when I first read that bit. It seems to me (as someone else posted on a long ago thread) that the priciple would work better adapted to sorcerers.
 

It may also be good enough to supersede the specialized wizard itself, but in the case of a generalist wizard it is simply automatic. :\
 

The number of spells known for a wizard are to a large extent dependent on the DM. You get two spells at each level but the more spellbooks and scrolls you collect the more spells you can learn. This is okay since the number of spells a wizard can have prepared and cast per day is still limited.

By using the domain wizard you simply allow the wizard to get more spells automatically. Not something that will put everything else out of whack. For one DM might be a lot more generous with spells in treasure than another but I wouldn't say that this unbalances anything.

The point is: Getting one out of 9(?) spells for free at each new spell level is not such a huge bonus that it must be accompanied by a distinct drawback. It is merely a guarantee that certain spells that define your character concept will come your way. You could probably get better spells than that, by simply collecting in game anyway.
 

Domain wizards are intended to be on a par with specialist wizards. The 3.5e team says specialists were much too powerful in 3e and remain too powerful in 3.5e. So it isn't surprising that you find them overpowered -- they're intended to be (unfortunately).
 

jsaving said:
So it isn't surprising that you find them overpowered -- they're intended to be (unfortunately).
Isn't that the intent of the whole book?

When I browsed through it, I was constantly shaking my head and quickly put it back. The only part, which seemed reasonably useful to me, was the stuff about crafting. Not a book I would like to spend money on.

Bye
Thanee
 

jsaving said:
Domain wizards are intended to be on a par with specialist wizards. The 3.5e team says specialists were much too powerful in 3e and remain too powerful in 3.5e.

I have seen this opinion a few times on the boards, but I just don't get it. I mean, and extra spell per day per level is nice, but the price is SO high!

Are specialists really more powerful? What have I missed?


glass.

EDIT: Typos
 
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Thanee said:
Isn't that the intent of the whole book?

When I browsed through it, I was constantly shaking my head and quickly put it back. The only part, which seemed reasonably useful to me, was the stuff about crafting. Not a book I would like to spend money on.

No offense, but you can't tel, the power of a book by browsing on the shelf. A few things are high powered: domain wizards and item familiars spring to mind. Gestalt classes as well, but they are intended for a very specific kind of game, and have their place in that style of game.

Others deffinitely are not: incantations, varient speicalist wizards, sanity rules, metamagic power components... the list goes on!

UA is certainly not a munchkin's paradise. Most of it is quite the reverse.
 

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