Variant Wizards...how... [Archive] - Wizards Community

Post/Author/DateTimePost
BZVampyre

03-12-04, 12:51 AM
Ok, I recently purchased UA (Quickly became my favorite book) and while reading it I began to wonder about the Wizard Variants.

What would you do if somebody wanted to become a Specialist Wizard, lets say Necromancer, but wanted to use two variants? One of the variants makes you give up familiars and the other makes you give up wizard bonus feats.

Would you allow a player to take both?
LexTalinis

03-12-04, 01:06 AM
I think I'd let them :ayyyy!:

My rational for that is simple...they sacrifice something to gain something: so it is still balanced, just differant.
Fiendish Dire Weasel

03-12-04, 02:59 AM
I think some of the options are better than others. Our DM decided you have to do all or nothing (all three options or none of them). I think it prevents a lot of abuses that way.
Greyman

03-12-04, 03:10 AM
Naturally, you cannot mix and match abilities from different schools.  However, you can use none, one, two, or all of the three variants pressented for each specialty school.  Each one costs a standard different ability, after all.
:ayyyy!:
All you need is your GM's approval.
Kastas

03-12-04, 10:23 AM
Greyman's got it right. You're supposed to be able to take a some, none, or all of the variant abilities for your school. Of course, a DM has a right to restrict these. He or she might rule, for example, that only wizards from a certain college know a specific variant. That said, some of the abilities are more valuable than others, and I wouldn't expect that many people would want all of them.
BZVampyre

03-12-04, 09:21 PM
Thank you, I was thinking I'd let my players, just wanted to see if it was a good idea. :)
Fiendish Dire Weasel

03-13-04, 04:08 AM
I definatly think "all or nothing" is the way to go. The Wizard, as a class doesn't need a power-up in my opinion and I think that being able to pick and choose which ones you want ultimatley makes the class stronger. This becomes especially true of multiclassed builds.

If I was running the game I think I'd force all specilists to take all three options, I think this is both more flavorful as a class and gives the Sorcerer a little more value as it retains a higher number off spells per day over the Wizard. The only issue would be with familiars but I'm sure I could deal with that without much fuss.