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| #1elvintryAug 10, 2010 1:35:41 | I am currently working on a campaign setting loosely based around the historical age of pirarcy. I want to use arcane and divine magic but limiting usage in ways. With divine magic, I am removing many flashy spells and keeping less obvious powers that could be passed off as mudane "faith magic". As for the wizard, I don't know what I am going to do, and I need some feedback. 1. Eliminate the wizard completely. This would be easy to do as I am creating an Alchemist class that is a controller role but uses mundane alchemy (I may talk abou this in another thread). However, since there were historical and literary "wizards" I would kinda like to use the class. 2. Remove several powers that seem "too magical" or impossible for the a more "realistic" setting. I might do this but I like the idea of using all wizard spells. 3. I could make the wizard a npc class only, but I kinda want to let the players play a wizard as I'm sure some will want to. 4. I could make it a multiclass or hybrid option only. This might work especially as an extension of the alchemist, perhaps even a build of the alchemist, but I kinda want someone entirely devoted to the art of wizardry. 5. Require wizards to cast directly from the spellbook. This would cost a minor action. It could be balaced by adding one half the wizard's level to damage for each spell. This would eliminate immediate reaction spells (which wouldn't be as many as if I did option 2) and also creates an issue with balancing utility spells that don't do damage. Also, I was thinking about reducing wizard ritual casting time. Like 5 minutes becomes 4 minutes or 2 hours becomes 1 and a half hours or just one hour. I personally like this one the best, but I fear it might be too elaborate or run the risk of messing up the fun for the wizard player. 6. Use the theme addition from Dark Sun and make the wizard a theme that could be used by any class. Particularly the alchemist. What do you guys think? I welcome all feedback and if you guys have any better ideas let me know. Thanks. |
| #2malcolm_northwinterAug 14, 2010 9:36:24 | It looks like you're already using #2 with Divine powers, so the easiest thing would be stick with it for arcane too. It makes it easier for people playing in your game. On the other hand, you can always just refluff the wizard powers into alchemist recipes. It's not fireball now, it's a flask of dragon's breath that you throw out. Things like that. |
| #3pluisjenAug 14, 2010 12:07:05 | Only allow Hybrid Wizards, and veto powers on a case by case basis. |
| #4elvintryAug 14, 2010 20:03:47 | Ok actually these ideas together might work. Use number 2 but retool many powers into alchemist recipes and make the wizard only availible in hybrid. I might allow the multiclass but rarely and it would have to be story driven and not premade. I'm still kicking around using themes for specialist wizard types but who knows. I haven't seen the dark sun books yet. Thanks guys. I had DM's block but I think it's unblocked...at least for now. |
| #5pluisjenAug 15, 2010 2:52:30 | Glad to help, if there's anything else let us know ![]() |
| #6frbelangerAug 16, 2010 17:52:31 | You got to convince the player to jump in your world. A wizard can be make up to look like a scientist that use firearm, grenade, smoke bomb and the like. It can be very cool if you want to play it, but the player had to play this game with you. If the players dont step in you will always be in trouble. On the other hand why dont you use uchronia --> Classic piracy + wizard and flashy magic. F |