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General Tabletop Discussion
*Dungeons & Dragons
What Arcane Traditions would you like to see
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<blockquote data-quote="GM Lent" data-source="post: 6947773" data-attributes="member: 6798775"><p>So no changes (you indicated changes would be in <strong>bold</strong>) <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Honestly, I'd go so far as to limit wizards to only spells from their specialization school. So an Illusionist would be an Illusionist, and an Enchanter would be an Enchanter. No more abjurers clearing the room with a <em>fireball</em>. If you're going to specialize, <em>specialize</em>. Don't half-ass it. I'd definitely add your bonuses to stuff from the specialist school to the mix, though. </p><p></p><p>The real issue that comes up with this approach, of course, is that just like in 2nd Edition, you run into spells that EVERY wizard should have, such as <em>detect magic</em> and r<em>ead magic, </em>that would be off-limits to most wizards under the change. Maybe those should be class abilities instead of spells. </p><p></p><p> That's an approach, but not one that I feel would adequately address the situation. A non-optimized <em>fireball </em>coming from an "Enchanter" is still a <em>fireball</em>. A non-optimized <em>animate dead</em> still allows that "Evoker" to create zombies.</p><p></p><p>Again, my approach would probably require a huge number of spells be added to the inventory. I get that. But it would also make wizards actually distinct from one another. </p><p></p><p>I think it would also address many of the "WIZARD IS SO UNBALANCED!!!" type complaints we still see. It takes the wizard from being a class that can do everything to a class that does one thing very well - just like the fighter or the rogue. If the benchmark arcane caster is limited in what spells they can cast, it also makes the limitations on the Eldritch Knight and the Arcane Trickster make more sense, to my mind. They get two schools each, to the Wizard's one, but are far more limited in the power level they can reach and in the potency of their casting.</p></blockquote><p></p>
[QUOTE="GM Lent, post: 6947773, member: 6798775"] So no changes (you indicated changes would be in [B]bold[/B]) :) Honestly, I'd go so far as to limit wizards to only spells from their specialization school. So an Illusionist would be an Illusionist, and an Enchanter would be an Enchanter. No more abjurers clearing the room with a [I]fireball[/I]. If you're going to specialize, [I]specialize[/I]. Don't half-ass it. I'd definitely add your bonuses to stuff from the specialist school to the mix, though. The real issue that comes up with this approach, of course, is that just like in 2nd Edition, you run into spells that EVERY wizard should have, such as [I]detect magic[/I] and r[I]ead magic, [/I]that would be off-limits to most wizards under the change. Maybe those should be class abilities instead of spells. That's an approach, but not one that I feel would adequately address the situation. A non-optimized [I]fireball [/I]coming from an "Enchanter" is still a [I]fireball[/I]. A non-optimized [I]animate dead[/I] still allows that "Evoker" to create zombies. Again, my approach would probably require a huge number of spells be added to the inventory. I get that. But it would also make wizards actually distinct from one another. I think it would also address many of the "WIZARD IS SO UNBALANCED!!!" type complaints we still see. It takes the wizard from being a class that can do everything to a class that does one thing very well - just like the fighter or the rogue. If the benchmark arcane caster is limited in what spells they can cast, it also makes the limitations on the Eldritch Knight and the Arcane Trickster make more sense, to my mind. They get two schools each, to the Wizard's one, but are far more limited in the power level they can reach and in the potency of their casting. [/QUOTE]
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