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What magic skills do you think C/D/S should have?
03/12/2006, 09:10:31

    Gay Lord writes:

    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?





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