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General Tabletop Discussion
*Dungeons & Dragons
Which classes have the least identity?
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<blockquote data-quote="Aldarc" data-source="post: 9363055" data-attributes="member: 5142"><p>I agree. I also think that the playable Necromancer in a lot of video games (e.g., Diablo, Guild Wars, Elder Scrolls, etc.) is not just a master of death, but also life. In the Diablo franchise, for example, the Necromancer views themselves as the guardians of the balance and the natural cycle of life and death.</p><p></p><p>I have seen so many new players absolutely demoralized by the D&D's vision for the necromancer. It doesn't play like the necromancers they are used to in video games, and it's split between the Wizard and the Cleric.</p><p></p><p></p><p>Since I mentioned Monte Cook's Arcana Evolved, the game is likely on my mind. One of the thing that AE did was create a universal spell list. However, it divided spells of each level between Simple, Complex, and Exotic. Moreover, spells also had tags (e.g., heal, plant, fire, cold, earth, dragon, etc.). What this meant was that sometimes classes or (in effect) subclasses would define what you got from this universal spell list. For example, Magisters got all Simple and Complex spells to 9th level. Spellblades got all Simple spells to 6th level. Greenbonds got all Simple spells to 9th level as well as Complex spells with the Plant and Positive Energy tags.</p><p></p><p>I feel like that this would have potentially gone a some way in solving some of the issues that WotC had with trying to revise spells and spell lists in the One D&D playtest. So for example, maybe Bards get all Simple spells to 9th level as well as complex spells with the Enchantment/Mind/Sonic tags. But simple spells would also include a basic heal, which means that even Wizards can heal.</p></blockquote><p></p>
[QUOTE="Aldarc, post: 9363055, member: 5142"] I agree. I also think that the playable Necromancer in a lot of video games (e.g., Diablo, Guild Wars, Elder Scrolls, etc.) is not just a master of death, but also life. In the Diablo franchise, for example, the Necromancer views themselves as the guardians of the balance and the natural cycle of life and death. I have seen so many new players absolutely demoralized by the D&D's vision for the necromancer. It doesn't play like the necromancers they are used to in video games, and it's split between the Wizard and the Cleric. Since I mentioned Monte Cook's Arcana Evolved, the game is likely on my mind. One of the thing that AE did was create a universal spell list. However, it divided spells of each level between Simple, Complex, and Exotic. Moreover, spells also had tags (e.g., heal, plant, fire, cold, earth, dragon, etc.). What this meant was that sometimes classes or (in effect) subclasses would define what you got from this universal spell list. For example, Magisters got all Simple and Complex spells to 9th level. Spellblades got all Simple spells to 6th level. Greenbonds got all Simple spells to 9th level as well as Complex spells with the Plant and Positive Energy tags. I feel like that this would have potentially gone a some way in solving some of the issues that WotC had with trying to revise spells and spell lists in the One D&D playtest. So for example, maybe Bards get all Simple spells to 9th level as well as complex spells with the Enchantment/Mind/Sonic tags. But simple spells would also include a basic heal, which means that even Wizards can heal. [/QUOTE]
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