
| Original Message: What magic skills do you think C/D/S should have? |
|---|
|
I read BTB's thread about revised skills and have been spending some time thinking about his ideas. While I have my own opinions on some of his suggestions, one area I've been undecided on was a balanced layout for magic skills for the magic classes (Cleric/Druid/Sorcerer). So, I've decided to ask others here what they think is balanced, and why. Which of the following do you feel is best? 1 - Clerics (C) and Sorcerers (S) can both GM in their two paths, yet Druids (D) can only M in theirs. D don't get any combat skills or extra abilities to justify this limitation. At the very least, D should be able to GM in their two as well. This is what MM6 offers. 2 - Some, if not most, players would probably agree that the mirrored path (Light/Dark) is more powerful than the "lesser" magics. Thus, D being able to GM in Self/Element doesn't compare to being able to GM in say, Element and Dark. Therefore, C and S can only M in Self and Element respectively, to offset their access to the "greater" paths. D would still GM in Self/Element. This could be extended to limit GM Dark to S and GM Light to C. This would give each class exclusive access to certain spells and abilities, making each desirable in their own way. 3 - While C and S start off with only one path each, D start off with two. Because they are dividing their attention between two paths, they are not able excel in either as well as C and S are. Later, when C and S gain access to the higher magics, D can follow, but again lag behind due to spreading themselves thin. IOW, D become a jack-of-all-trades-master-of-none type of magic user. They can cast from Self, Element and either Light or Dark, but can only M in all three. They have a wider range in exchange for lesser mastery. 4 - the magic skills are fine as they are. If you were to revise the assigned magic skills, what would you do? |
|
|