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Vote Up a 5e-alike: The Current State Of Things (As of 10/27)
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<blockquote data-quote="Faolyn" data-source="post: 9181467" data-attributes="member: 6915329"><p>This would definitely be a way to do it. Because as it is right now, the caster classes are so same-y--there's far too much cross-over when it comes to spell lists.</p><p></p><p>Just blue-skying here... we either don't have the Big Eight spell schools or we also go for "lesser schools" (like Level Up) or something more akin to 2e's cleric spheres (or even GURPS colleges), although hopefully each lesser school or sphere or whatever has a more even number of spells in it, so we don't get cases where something like transmutation or conjuration is clearly superior, in terms of sheer numbers, to illusion or divination. Anyway. You get to pick a certain number of schools to specialize in. Each school has one or more opposed schools. Then you can pick one of those schools you can't use at all and another you can use to a lesser degree, or the check you make to cast the spell (since we're doing that here) is made with disadvantage. </p><p></p><p>The other way to do it, of course, is to do the way a games like PF 2 and apparently D&DOne are doing, which is to divide spells up into groups like divine, arcane, primal, elemental, eldritch, whatever. And if a spell appears on more than one list, then perhaps provide abilities that can only be properly used by someone whose class grants a particular group. Like, if every group has <em>dispel magic</em>, then if your class gives you divine magic, then you can either only dispel divine spells, or its harder for you to dispel non-divine spells. If <em>fiery blast </em>is both an arcane and divine spell, then the arcane version might be normal fire (but it sets everything in its path on fire) while the divine version is either holy fire (radiant damage) that does extra damage to fiends but heals celestials (and it may have an hellfire version that inflicts necrotic damage, does extra damage to celestials and heals fiends), but it doesn't set anything on fire.</p><p></p><p>(This is one reason why I would kind of like to simply have a caster class rather than wizards <em>and </em>clerics <em>and </em>bards <em>and </em>sorcerers <em>and </em>warlocks--so much can be done simply by picking what group of spells your character can use, as long as those spell lists are sufficiently different from one another, and the rest can be done with in-class choices.)</p></blockquote><p></p>
[QUOTE="Faolyn, post: 9181467, member: 6915329"] This would definitely be a way to do it. Because as it is right now, the caster classes are so same-y--there's far too much cross-over when it comes to spell lists. Just blue-skying here... we either don't have the Big Eight spell schools or we also go for "lesser schools" (like Level Up) or something more akin to 2e's cleric spheres (or even GURPS colleges), although hopefully each lesser school or sphere or whatever has a more even number of spells in it, so we don't get cases where something like transmutation or conjuration is clearly superior, in terms of sheer numbers, to illusion or divination. Anyway. You get to pick a certain number of schools to specialize in. Each school has one or more opposed schools. Then you can pick one of those schools you can't use at all and another you can use to a lesser degree, or the check you make to cast the spell (since we're doing that here) is made with disadvantage. The other way to do it, of course, is to do the way a games like PF 2 and apparently D&DOne are doing, which is to divide spells up into groups like divine, arcane, primal, elemental, eldritch, whatever. And if a spell appears on more than one list, then perhaps provide abilities that can only be properly used by someone whose class grants a particular group. Like, if every group has [I]dispel magic[/I], then if your class gives you divine magic, then you can either only dispel divine spells, or its harder for you to dispel non-divine spells. If [I]fiery blast [/I]is both an arcane and divine spell, then the arcane version might be normal fire (but it sets everything in its path on fire) while the divine version is either holy fire (radiant damage) that does extra damage to fiends but heals celestials (and it may have an hellfire version that inflicts necrotic damage, does extra damage to celestials and heals fiends), but it doesn't set anything on fire. (This is one reason why I would kind of like to simply have a caster class rather than wizards [I]and [/I]clerics [I]and [/I]bards [I]and [/I]sorcerers [I]and [/I]warlocks--so much can be done simply by picking what group of spells your character can use, as long as those spell lists are sufficiently different from one another, and the rest can be done with in-class choices.) [/QUOTE]
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