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Variant Wizard Class--Opinions?
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<blockquote data-quote="irdeggman" data-source="post: 1855147" data-attributes="member: 16285"><p>Yes, this should have been in the House rules forum.</p><p></p><p></p><p>This is not a "new" class or variation of the wizard. This is a house-rules change to the how magic is run - which is much broader in scope. I say this because this "new" system should aslo afect how every spellcaster casts spells (or at least all arcane ones).</p><p></p><p></p><p>By limiting the number of spells know this class has been made less than the sorcerer. The sorcerer can spontaneously cast spells which is the major trade off for a limited number of spells known. IMO you don't need this limt becasuse it is still based on Intelligence and Intelligence determines the number of spells a wizard can know (by limiting the level of spells he is capable of casting - thus knowing in the first place).</p><p></p><p>Other mechanic issues that immediately come into play is the foci issue. The PHB rules for wand use need to be changed wholesale to fit this - again this is more than a new class revision. The present mechanics (i.e., PHB) for using a wand are that the spell is on the users spell list.</p><p></p><p>The fatige cost for casting spells seems awful similar to the using Force Abilities from Star Wars d20. If that is the system you are leaning towards then use the Wound and Vitality point variation from Unearthed Arcana - it translates into this type of system much better.</p><p></p><p>Using a variable fatigue damage is not condusive with d20 mechanics since it is a "cost" - it should be a fixed amount per spell level.</p><p></p><p>Using these rules a 1st level Wizard would likely only be able to cast an extremely limited number of spells at first level without becoming fatigued.</p><p></p><p>Are the craft wand and staff item creation feats or craft skills? DC of crafting? Variable level of spell capable of being cast through them? These are other questions that should bve ironed out when you finish your revision of the magic system snce they are not class specific issues.</p><p></p><p>A wizard would never be able to take 10 in any combat scene so this is extremely limited except for those rare spells done outside of combat.</p><p></p><p>Taking 20 will take 20 times as long - that is most spells will take 20 rounds to cast using this rule. Again this would make them almost useless.</p><p> </p><p></p><p>My suggestion is to first off lay out your magic system and apply it to every spellcaster. If not then the system will absolutely break down.</p><p></p><p>Once you have that done then make the changes to every casting class so that they fit into this system.</p><p></p><p>By changing every casting class you will be forced to look at how they remain balanced with each other.</p><p></p><p>Also be careful and look at how the new spellcasting classes work in relation to the non-spellcasting ones. Are they still in balance? Did something get taken away from the spellcasting classes that makes them less desireable then the other classes (barbarian, fighter, monk, rogue)? Did something get aded that makes them more desireable?</p><p></p><p>This is not an easy process but if that is the system you want to play then you need to go through the drill. Balance only refers to keeping all of the player's balanced and not feeling like they are not being treated fairly/equally.</p></blockquote><p></p>
[QUOTE="irdeggman, post: 1855147, member: 16285"] Yes, this should have been in the House rules forum. This is not a "new" class or variation of the wizard. This is a house-rules change to the how magic is run - which is much broader in scope. I say this because this "new" system should aslo afect how every spellcaster casts spells (or at least all arcane ones). By limiting the number of spells know this class has been made less than the sorcerer. The sorcerer can spontaneously cast spells which is the major trade off for a limited number of spells known. IMO you don't need this limt becasuse it is still based on Intelligence and Intelligence determines the number of spells a wizard can know (by limiting the level of spells he is capable of casting - thus knowing in the first place). Other mechanic issues that immediately come into play is the foci issue. The PHB rules for wand use need to be changed wholesale to fit this - again this is more than a new class revision. The present mechanics (i.e., PHB) for using a wand are that the spell is on the users spell list. The fatige cost for casting spells seems awful similar to the using Force Abilities from Star Wars d20. If that is the system you are leaning towards then use the Wound and Vitality point variation from Unearthed Arcana - it translates into this type of system much better. Using a variable fatigue damage is not condusive with d20 mechanics since it is a "cost" - it should be a fixed amount per spell level. Using these rules a 1st level Wizard would likely only be able to cast an extremely limited number of spells at first level without becoming fatigued. Are the craft wand and staff item creation feats or craft skills? DC of crafting? Variable level of spell capable of being cast through them? These are other questions that should bve ironed out when you finish your revision of the magic system snce they are not class specific issues. A wizard would never be able to take 10 in any combat scene so this is extremely limited except for those rare spells done outside of combat. Taking 20 will take 20 times as long - that is most spells will take 20 rounds to cast using this rule. Again this would make them almost useless. My suggestion is to first off lay out your magic system and apply it to every spellcaster. If not then the system will absolutely break down. Once you have that done then make the changes to every casting class so that they fit into this system. By changing every casting class you will be forced to look at how they remain balanced with each other. Also be careful and look at how the new spellcasting classes work in relation to the non-spellcasting ones. Are they still in balance? Did something get taken away from the spellcasting classes that makes them less desireable then the other classes (barbarian, fighter, monk, rogue)? Did something get aded that makes them more desireable? This is not an easy process but if that is the system you want to play then you need to go through the drill. Balance only refers to keeping all of the player's balanced and not feeling like they are not being treated fairly/equally. [/QUOTE]
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