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What is the right amount of Classes for Dungeons and Dragons?
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<blockquote data-quote="Mecheon" data-source="post: 9362560" data-attributes="member: 6801776"><p>Hang on, nah. Nah. Let's drag this screeching backwards.</p><p></p><p>Both the Cleric and the Wizard cast magic. As per your very argument here, you're saying "Remove the Cleric and just give all of its stuff to the Wizard". That's your argument. "Its magic therefore its just another wizard" falls flat when this game has, for decades, had a seperate, secondary sort of magic in divine magic</p><p></p><p>This is why I've define it as Arcane Magic versus Psionic Magic, with Divine Magic and Nature Magic (IE: Druid/Barbarian stuff) as their own thing</p><p></p><p></p><p>Cool. That's. Not what we want in D&D psionics. We want to throw people around with our mind and tear their brain out with a thought. This isn't a D&D psionics spell and, hell, it isn't even a wizard spell half the time because its a Divine one. This is irrelevant to the discussion on D&D psionics because we're emulating "Pop culture psychic", not "19th century Spiritualism"</p><p></p><p></p><p>Psychic power isn't the magic D&D presented however. It isn't the magic of wizards or sorcerers. It isn't Arcane Magic, which is their magic</p><p></p><p>Wizards don't cast every magic. They don't cast Divine magic, the magic of gods. They don't cast the magic of nature, the domain of druids. Psionics may be magic, but it isn't wizard magic, and therefore they shouldn't get access to it and it can be split into its own thing. Otherwise, this "Its magic" argument is saying "Remove the Cleric" and that's going to be a far larger hurdle</p><p></p><p></p><p>Once we got one base class, we can grab its mechanics piecemeal and look at merging into other classes, like how Divine Soul sorcerer and Celestial warlock grab from the Cleric playbook. Those two classes existing doesn't mean we want to get rid of clerics, but it opens avenues to keep a mechanical identity around</p></blockquote><p></p>
[QUOTE="Mecheon, post: 9362560, member: 6801776"] Hang on, nah. Nah. Let's drag this screeching backwards. Both the Cleric and the Wizard cast magic. As per your very argument here, you're saying "Remove the Cleric and just give all of its stuff to the Wizard". That's your argument. "Its magic therefore its just another wizard" falls flat when this game has, for decades, had a seperate, secondary sort of magic in divine magic This is why I've define it as Arcane Magic versus Psionic Magic, with Divine Magic and Nature Magic (IE: Druid/Barbarian stuff) as their own thing Cool. That's. Not what we want in D&D psionics. We want to throw people around with our mind and tear their brain out with a thought. This isn't a D&D psionics spell and, hell, it isn't even a wizard spell half the time because its a Divine one. This is irrelevant to the discussion on D&D psionics because we're emulating "Pop culture psychic", not "19th century Spiritualism" Psychic power isn't the magic D&D presented however. It isn't the magic of wizards or sorcerers. It isn't Arcane Magic, which is their magic Wizards don't cast every magic. They don't cast Divine magic, the magic of gods. They don't cast the magic of nature, the domain of druids. Psionics may be magic, but it isn't wizard magic, and therefore they shouldn't get access to it and it can be split into its own thing. Otherwise, this "Its magic" argument is saying "Remove the Cleric" and that's going to be a far larger hurdle Once we got one base class, we can grab its mechanics piecemeal and look at merging into other classes, like how Divine Soul sorcerer and Celestial warlock grab from the Cleric playbook. Those two classes existing doesn't mean we want to get rid of clerics, but it opens avenues to keep a mechanical identity around [/QUOTE]
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What is the right amount of Classes for Dungeons and Dragons?
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