It would appear that's what they're doing now. You play a Wizard, and if you want to be a Wizard who has necromancy, you take Necromancer Training. Or an illusionist or enchanter, you take Bard training.Klaus said:If the all-around power of the wizard was the worry, why not have the class choose their specialty (since it seems the wizard is now the name of the old Evoker)? In essence, *every* wizard is a specialist. And if he wants to broaden his repertoire, he'd choose a "Training" talent (Necromancer Training, Evoker Training, Illusionist Training, Enchanter Training, etc)?
But here's something to consider. R&C talks about making the classes cast magic in different ways. By splitting up the various classes, and handling each one differently, it means that they don't have to work the same. Clerics don't cast magic like Wizards do. Warlocks don't use magic like Wizards do. This will allow Enchanters and Illusionists and Necromancers to not be defined by the mechanics and methods that the Wizard class uses.
1) Assuming 4e clerics have domains.After all, every cleric must choose his domains, why not require wizards to do the same?
2) I felt that Domains was a bandaid, and only made priests differ by what colored shirt they were wearing. Why the hell should a Water priest be able to pray for fire spells? Why does he get trained in full plate, when 1) You can't swim in full plate, and 2) Water is much more fluid, it shouldn't be restrained by full plate. Why does the God of Water care about undead enough to give priests Turn Undead?
The difference between two clerics should not simply be eighteen spells they can pick off their domain list and two little tricks they're given. Each cleric should be different: your God may bar you from casting these spells, due to them being opposite of said God's portfolio; you have access to different skills; you have access to different weapon and armor training.
One of my biggest peeves is Turn Undead. Why does Every God in the universe care about undead? Instead, every Cleric should get Divine Channeling, and what effect Channeling does depends on your God. War God clerics get something like the Divine Feats, letting them channel to kick more arse. Fire Clerics aught to control fire and set people aflame. A Priest of Thieves and Assassins can channel shadows to make himself unseen, etc. Only gods who deal directly with undead get to bust or command them.
3) I'm glad they yanked out most illusions, necromancy, enchantment and summoning. Why? For one, so they can do them right. If those schools are the focus of a class, or at least focused on by someone, then they're going to be better. Summon Monster spells really take the pop out of summoning that Big Bad Demon that's going to come and wreck the world; because 'bink, in for a few seconds, bink, gone'. Illusion spells are very meh in 3e.
R&C mentions that one of the reason Necromancy didn't make the first cut is because after they took out Save or Dies and Level Drain, the school was pretty much bare bones.
I'd rather WotC work on the 8 classes in the PHB and shine them up real nice, and then work on the other stuff, instead of doing a lot of things half way.
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