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your experience with generic classes?
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<blockquote data-quote="Wik" data-source="post: 3322717" data-attributes="member: 40177"><p>Right. But let's consider something.</p><p></p><p>A generic caster that specializes in arcane spells isn't really that far behind a sorcerer of equal level. </p><p></p><p>A generic caster that specializes in divine spells, though, *is* behind his cleric equivalent. He has no proficiency in armours, is proficient with only ONE simple weapon, and knows far less spells than a cleric (whose strength is typically found in the versatility of buffs and heals available). Not to mention that the divine caster has a d4 for hit points (2 less hit points per level on average than the cleric), crappy saves, and a worse attack progression.</p><p></p><p>Remember, a wizard gets arcane spells and little else. A cleric gets divine spells, and a bunch of other things. Using the idea that all classes are equal, this logic assumes that divine spells can be assumed to be "less powerful" or "less useful" than their arcane counterpart. </p><p></p><p>Now, using the rules as written, a spellcaster can simply select a few divine spells and cast them as arcane spells. After all, he isn't limited to just ONE spell list to choose from. But I think it's kind of lame to have a spellcaster's spell list look something like this at, say, 5th level:</p><p></p><p>SPELLS KNOWN </p><p>0th: Detect Magic, Disrupt Undead, Read Magic, Acid Splash, Mage Hand, Cure Minor Wounds.</p><p>1st: Cure Light Wounds, Produce Flame, Silent Image, Ray of Enfeeblement</p><p>2nd: Web, Bull's Strength.</p><p></p><p>In short, the character simply selects the "best" spells from the list and keeps them. What's worse, if you read the rules carefully, the character can choose to cast these spells all as divine spells, meaning he can wear armour while casting them! </p><p></p><p>***</p><p></p><p>Were I going to use the generic rules, I'd scrap the ability to cast spells as divine altogether, get rid of most cleric and druid spells on the list, tailor the spell list available a little bit to better suit the world I'm trying to create, and use reserve points and maybe even action points to replace clerical classes. </p><p></p><p>The idea of creating a divine caster generic class isn't a bad one, either. But one specific spellcaster class is, to me, the big weakness of the generic class system.</p><p></p><p>In</p></blockquote><p></p>
[QUOTE="Wik, post: 3322717, member: 40177"] Right. But let's consider something. A generic caster that specializes in arcane spells isn't really that far behind a sorcerer of equal level. A generic caster that specializes in divine spells, though, *is* behind his cleric equivalent. He has no proficiency in armours, is proficient with only ONE simple weapon, and knows far less spells than a cleric (whose strength is typically found in the versatility of buffs and heals available). Not to mention that the divine caster has a d4 for hit points (2 less hit points per level on average than the cleric), crappy saves, and a worse attack progression. Remember, a wizard gets arcane spells and little else. A cleric gets divine spells, and a bunch of other things. Using the idea that all classes are equal, this logic assumes that divine spells can be assumed to be "less powerful" or "less useful" than their arcane counterpart. Now, using the rules as written, a spellcaster can simply select a few divine spells and cast them as arcane spells. After all, he isn't limited to just ONE spell list to choose from. But I think it's kind of lame to have a spellcaster's spell list look something like this at, say, 5th level: SPELLS KNOWN 0th: Detect Magic, Disrupt Undead, Read Magic, Acid Splash, Mage Hand, Cure Minor Wounds. 1st: Cure Light Wounds, Produce Flame, Silent Image, Ray of Enfeeblement 2nd: Web, Bull's Strength. In short, the character simply selects the "best" spells from the list and keeps them. What's worse, if you read the rules carefully, the character can choose to cast these spells all as divine spells, meaning he can wear armour while casting them! *** Were I going to use the generic rules, I'd scrap the ability to cast spells as divine altogether, get rid of most cleric and druid spells on the list, tailor the spell list available a little bit to better suit the world I'm trying to create, and use reserve points and maybe even action points to replace clerical classes. The idea of creating a divine caster generic class isn't a bad one, either. But one specific spellcaster class is, to me, the big weakness of the generic class system. In [/QUOTE]
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