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General Tabletop Discussion
*Dungeons & Dragons
What Would Your Perfect 50th PHB Class List Be?
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<blockquote data-quote="doctorbadwolf" data-source="post: 8419521" data-attributes="member: 6704184"><p>That's an interesting fix, but I think the fix that respects the history of the game <em>and</em> makes the wizard more interesting and distinct is;</p><p></p><p>1. Give the Wizard their signature features sooner. Spell Mastery should be a tier 2-3 feature, maybe 5th or 6th level at the latest, that gives you one spell of each spell level, roughly at half the rate that you learn new spell levels (so you don't get a level 2 spell mastery until you learn level 4 spells), that lets you make that spell always prepared, and you can cast it without a spell slot 1/day. Max out at a level 5 spell around endgame. Signature spell should come in around level 11, with a single 1st level spell, and then gain a level 2 signature spell around 17, and an additional 1st level at 18.</p><p></p><p>2. Make subclass hit more thematic notes via the mechanics of the class. That is, each subclass should have an additional set of signature spells, or a set of spell from outside the wizard spell list that they automatically learn.</p><p></p><p>3. Rebalance the low level features to bring the weakest of them up at least close to the level of Evocation School, if not Bladesinging or Divination. I think more people would play Illusionists and Conjurers if the level 2features were as good as other traditions.</p><p></p><p>4. (optional) Bring in some features or new spells that allow the wizard to support the team in a very wizard way, like making all melee attacks in a zone do extra elemental damage, or putting a gravitational node on an enemy so ranged attacks against it have advantage or do extra damage, etc. Give the Wizard an AC <em>team</em> buff spell. Don't give these to anyone else, except maybe one or two to the Bard.</p><p></p><p>4a. Give Wizards the explicit ability to spend time researching new spells, rather than having to always find them as loot. Frankly I think any spellcaster should be able to invent new spells and the wizard should just be better at it, but let Wizards actually sit in thier tower or a library or whatever, figuring outhow to make themselves blurry for a while. </p><p></p><p>4/4a are optional mostly because they involve digging into the mechanics a lot more. The others aren't any more work than they've already done for other classes.</p></blockquote><p></p>
[QUOTE="doctorbadwolf, post: 8419521, member: 6704184"] That's an interesting fix, but I think the fix that respects the history of the game [I]and[/I] makes the wizard more interesting and distinct is; 1. Give the Wizard their signature features sooner. Spell Mastery should be a tier 2-3 feature, maybe 5th or 6th level at the latest, that gives you one spell of each spell level, roughly at half the rate that you learn new spell levels (so you don't get a level 2 spell mastery until you learn level 4 spells), that lets you make that spell always prepared, and you can cast it without a spell slot 1/day. Max out at a level 5 spell around endgame. Signature spell should come in around level 11, with a single 1st level spell, and then gain a level 2 signature spell around 17, and an additional 1st level at 18. 2. Make subclass hit more thematic notes via the mechanics of the class. That is, each subclass should have an additional set of signature spells, or a set of spell from outside the wizard spell list that they automatically learn. 3. Rebalance the low level features to bring the weakest of them up at least close to the level of Evocation School, if not Bladesinging or Divination. I think more people would play Illusionists and Conjurers if the level 2features were as good as other traditions. 4. (optional) Bring in some features or new spells that allow the wizard to support the team in a very wizard way, like making all melee attacks in a zone do extra elemental damage, or putting a gravitational node on an enemy so ranged attacks against it have advantage or do extra damage, etc. Give the Wizard an AC [I]team[/I] buff spell. Don't give these to anyone else, except maybe one or two to the Bard. 4a. Give Wizards the explicit ability to spend time researching new spells, rather than having to always find them as loot. Frankly I think any spellcaster should be able to invent new spells and the wizard should just be better at it, but let Wizards actually sit in thier tower or a library or whatever, figuring outhow to make themselves blurry for a while. 4/4a are optional mostly because they involve digging into the mechanics a lot more. The others aren't any more work than they've already done for other classes. [/QUOTE]
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