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Why Won't Some People Play Spellcasters?
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<blockquote data-quote="AFGNCAAP" data-source="post: 1870649" data-attributes="member: 871"><p>I like spellcasters, but I ain't too crazy `bout their current incarnations.</p><p></p><p>Ultimately, I like the non-prep of the sorcerer, but the limitless variety/knowledge of the wizard/cleric (wizard counts since they can feasibly learn all of the spells in their list). And, I like to be able to both heal, protect, detect, damage, & whatnot <em>without</em> needing to multiclass.</p><p></p><p>I really like the generic Spellcaster class from <em>Unearthed Arcana</em>, since the caster can choose pretty much any spell he/she wants to know. However, I'm not crazy about the limits pn the # of spells known.</p><p></p><p>Then again, I'm not crazy about the <strong>huge</strong> list/diversity of spells, esp. damage spells and the like. I'd prefer the spell list to be a bit more condensed, and have feats for adjusting spells as needed. Energy Substitution is a great one, for example--allowing a spellcaster to switch out the fire of a <em>fireball</em> for cold, acid, electricity, or sonic energy (IIRC).</p><p></p><p>Personally, I'd prefer it if attack spells were a bit more generic, all being considered pure magical energy/force, and allowing the caster to gain feats for imbuing those spells with different energies (if they wanted). For other spells, have the potential of the spell improve according to caster level: have a generic <em>wall</em> spell, and have the materials available for use in the wall grow/expand as the character gains levels (like 1st allowing mist or thorns, then gradually gaining access to ice, fire, earth, stone, metal, & force as the caster gains levels). Essenitally, having 1 or a few spells instead of many spells.</p><p></p><p>But, then again, this of course would hinder any future sales of products that the term "new spells" might produce. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> </p><p></p><p>Also, though spell ranges like "as long as the caster's shadow" & other flavorful descriptions may sound nice, IMHO they are not worth the trouble they cause. It's a gasoline-soaked wad of paper, wrapped over gunpowder, waiting for the 1st spark to hit it. Things that leave room for interpretation leave a whole heck of a lot more room for misinterpretation as well.</p><p></p><p>All in all, I like spellcasters. I rarely get to play one since many other players often choose to play a spellcaster--I often wind up taking a non-spellcaster or a class that covers the areas that the rest of the group doesn't have covered.</p></blockquote><p></p>
[QUOTE="AFGNCAAP, post: 1870649, member: 871"] I like spellcasters, but I ain't too crazy `bout their current incarnations. Ultimately, I like the non-prep of the sorcerer, but the limitless variety/knowledge of the wizard/cleric (wizard counts since they can feasibly learn all of the spells in their list). And, I like to be able to both heal, protect, detect, damage, & whatnot [I]without[/I] needing to multiclass. I really like the generic Spellcaster class from [I]Unearthed Arcana[/I], since the caster can choose pretty much any spell he/she wants to know. However, I'm not crazy about the limits pn the # of spells known. Then again, I'm not crazy about the [B]huge[/B] list/diversity of spells, esp. damage spells and the like. I'd prefer the spell list to be a bit more condensed, and have feats for adjusting spells as needed. Energy Substitution is a great one, for example--allowing a spellcaster to switch out the fire of a [I]fireball[/I] for cold, acid, electricity, or sonic energy (IIRC). Personally, I'd prefer it if attack spells were a bit more generic, all being considered pure magical energy/force, and allowing the caster to gain feats for imbuing those spells with different energies (if they wanted). For other spells, have the potential of the spell improve according to caster level: have a generic [I]wall[/I] spell, and have the materials available for use in the wall grow/expand as the character gains levels (like 1st allowing mist or thorns, then gradually gaining access to ice, fire, earth, stone, metal, & force as the caster gains levels). Essenitally, having 1 or a few spells instead of many spells. But, then again, this of course would hinder any future sales of products that the term "new spells" might produce. ;) Also, though spell ranges like "as long as the caster's shadow" & other flavorful descriptions may sound nice, IMHO they are not worth the trouble they cause. It's a gasoline-soaked wad of paper, wrapped over gunpowder, waiting for the 1st spark to hit it. Things that leave room for interpretation leave a whole heck of a lot more room for misinterpretation as well. All in all, I like spellcasters. I rarely get to play one since many other players often choose to play a spellcaster--I often wind up taking a non-spellcaster or a class that covers the areas that the rest of the group doesn't have covered. [/QUOTE]
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