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![]() Squiggit wrote:
I could see Magus and Summoner reprinted in the book the Rune Smith and Necromancer are in, but I don't remember why I thought this originally ![]()
![]() I just straight up don't like jailbreaking spells being relegated to a level 4 feat. I do think it should be in the chassis and upgrade-able with feats. I'm on board with it just applying two spellshapes, but it competing with other level 4 feats, and not being a guarantee when it was the whole reason the class was cool just seems to miss the mark imo. I don't think it's particularly interesting to take a class with a unique feature that was core to it, in order to make it into a class that buffs items and gets to swap spells which is just unfortunately really boring when it's actually laid out like this ![]()
![]() Yeah, I personally think jailbreak spell is the coolest thing the class does, but I also agree that jailbreaks should maybe just be spellshapes and the feature allow you to mix and match two spellshapes Idk about letting class DC scale to legendary, maybe master is fine enough, but I would say this also means DPS++ will still struggle to do anything with it's gun benefit later on and I don't think we can justify buffing their ability to hit with guns much at all I also remember talking with you and talking about overclock becoming a focus spell, and probably same with download cache. The class starting with 2(or 3?) focus points. Jailbreak then still costs 1 extra action and a focus point to set up in order to apply to spellshapes to one spell, and does come at the cost of download cache and their subclass focus spell, whatever it ends up being. Not sure if it should remain a spellshape or become a tech focused spell In some ways I think we should have two spells per rank of cache spells, but it's not a huge deal I don't think The main thing though I think would help is still that I think they should get class specific feats for the computers skill to enhance their ability to interface with tech while not fighting for space with the other really cool class feats ![]()
![]() Castilliano wrote: It's funny that we have two dinosaur avatars discussing evolution, and hairless ones splitting hairs. I do plan to go back to school for either paleontology, evolutionary biology or simply to do paleoart, but suffice to say, I love animals alive and dead, and most especially dinosaurs(birds included) :) But I like your additions which help bring clarity to what I wanted to communicate Golarion clearly seems to have actual evolution at play, and magic just complicates the narrative but things clearly have all the mechanisms necessary, genes, genetic mutation, and environmental pressures I don't know how the people in charge of lore wanna square the circle but I have always been a proponent of making humanoid fantasy races all human in the phylogenetic sense and this sharing a common ancestor. Orcs, Dwarves, Halfings, Gnomes, Elves, and probably even Goblins, are all clearly kinds of human. They're more like us than we are like chimps/bonobos. There can be wrinkles, gnomes are influenced by the first world, maybe a god liked humans so much they made their own kind, whatever, but to my mind, they're all taxonomically/phylogenetically human I also just don't think our modern minds can conceive of animals existing without the process of evolution when we try and think about it hard enough. So it is bound to show up in fantasy these days ![]()
![]() Gonna split hairs here, I apologize... Intelligent Design is an alternative explanation to the Evolution of Species via Natural Selection, and Evolution(which is what I'll shorten this to) is not dependent on abiogenesis(life emerging entirely from natural processes with no supernatural influence) So, basically gods, or God, can create the universe, and even go as far as planting the first seeds of life, and Evolution is not impacted by this. Intelligent Design specifically would be stating that each species is create from whole cloth as it is now and there is no process of mutation, genetic drift, environmental pressures causing drastic enough changes for species to change. Hence the terminology "created kinds" within creationism and intelligent design I'll be clear, proponents of Intelligent Design for the most part seemingly do not know that Evolution is not predictated on abiogenesis and so their argumentation against Evolution lumps these in together ![]()
![]() Teridax wrote: I'd personally lean in favor of giving the Technomancer a full deck of magic hacks, i.e. focus spells, at level 1: Download Spell? Make that a single-action focus spell instead of a free action every 10 minutes. Overclock Gear? Make that another single-action focus spell that you can activate on its own, instead of this thing tied to casting a slot spell. And with that, you'd get to give the Technomancer much more to do without dipping into their spell slots, and so without affecting their existing mechanics by all that much. The added benefit is that it would also let you choose how much of each aspect you want to lean into: want to just overclock? You can do that. Want to fully lean into the spellshape? You can do that. Want to just switch to your cached spells? Can do. Want to do one of each every encounter? That's something you can do too! If overclock becomes a focus spell, I think it should be able to affect more than one thing and not just on your person. I also think it and overclocking after casting a slotted spell should exist simultaneously because I do think you shouldn't be stuck only able to do one jailbreak per focus point. Unless that gets overhauled. I could see a technomancer at level one with 3 focus spells for download cache, overclock and jailbreak, you getting to choose between the three abilities each combat. This technomancer would not have other kinds of focus spells and that would be replaced by feats that enhance these focus spells, and finally like I mentioned before, technomancer specific skill feats for the computers skill in order to do stuff like combat hack at range etc ![]()
![]() Xenocrat wrote:
I'm alright with this. Frankly I wish they had four different traditions in Starfinder that matched the setting, and then had a conversion guide which said "if playing this class in Pathfinder replace the tech magic tradition with the arcane" or whatever, but we're well beyond that point ![]()
![]() Teridax wrote: Being able to use Computers actions from a distance, and potentially also on multiple devices at once, sounds like a no-brainer feat or series of feats on this class. I was thinking about this sorta thing specifically at work today. I don't know if there is any precedent outside of archetypes, but what if technomancer got technomancer specific skill feats for this? One of my issues is that a lot of feats on the class look really good already and choosing some glorified skill actions for flavor at the expense of some of the cool feats the class already has is quite difficult, but maybe if they take up a skill feat then we might be cooking ![]()
![]() I do think that the technomancer is treating magic like technology more than treating technology like magic. Which I prefer, but I also, idk. You can do a lot of what is being asked for with already existing spells and with skills. Frankly with how the class should/would play as written, it seems clear to me overclocking is a ribbon feature that is the action tax to do your class ability of hacking spells. I see the flavor as the spells being programs themselves and you're hacking spell programs. No divide between magic and tech exists here imo This is why I asked op what they wanted in specific. I'd like to know what we are replacing to do what and what the benefit is. Already I think it is clear that the class is going to have minimal hardware focused tech abilities because of the mechanic. So this is my assumption. I also find it interesting people are pointing to the original class which has the same criticism of "being a wizard in space" with little tech actually involved If I designed the class we'd have focus spells that summoned turrets and guns, robots etc. but admittedly that's what the mechanic does ![]()
![]() keftiu wrote:
The witch warper explicitly deals in different dimensions and timelines, and the technomancer doesn't. Seems pretty different to me ![]()
![]() Teridax wrote: This is true, though making it a focus spell also means it cuts down on the number of frequency-gated stuff you get, as right now it's essentially a pseudo-focus spell you'll be able to use alongside everything else you'd get, including at 3 FP. Giving it an action cost as a tradeoff to put it on par with others means you could theoretically get the option to switch to 3 cached spells in an encounter (effectively all of your spells at level 2), but at the cost of overclocking or spellshaping, so it'd be like a deck of limited hacks per encounter to layer on top of your spells and gear. Yeah, and this is what I meant by opportunity cost. Right now it is a free action, but as an action focus spell you may well be right and I think this is a worthwhile idea for paizo to play test and stress test because it seems really cool ![]()
![]() WatersLethe wrote:
I'll say that I don't like the idea of the technomancer being about communing with technology and computers, the idea of machine spirits, or anything druid-y. I like that this class is a techno wizard and not a techno druid/animist. I like it being an intelligence caster who is exploiting the barriers and synergies between magic and technology, and who is "hacking reality". I think there is a place in the game for this tech priest/techno-animist in the game, but I don't think it is the technomancer. I also think the mechanic getting a class archetype like spellshot but with technomancer dedication instead of wizard to bridge that gap would be cool On paper I like the direction of this class very much, as I liked necromancer. I frankly just want the kinks ironed out. So I am very into this class as presented with only concerns for levels 1-4 in a game play experience sense, and not a thematic one. Which I think this class is extremely on point with, personally ![]()
![]() Milo v3 wrote:
You said yourself that overclocking could just be enchanting, and I am saying you could just have a plant that sends out electrical spores that does the effects as Root Virus. To some extent I think you just want the mechanic to be called a technomancer. The mechanic is really really cool, and does a lot of what you're asking for. To some extent we can call them a "technology kineticist" ![]()
![]() Milo v3 wrote:
Doesn't overclock have the same issue as spellshapes? I could flavor it as a plant thing too, same with ammo infector and root virus. Root is even in the name. Is it just that the spellshapes don't explicitly reference technology? ![]()
![]() Teridax wrote:
The idea of starting with 3 is interesting, but somehow feels like we are pushing our luck lol. But I do think download spell could be slightly improved by either making the feat that lets you add to the cache lower or giving each subclass two spells per rank. It's especially easy to argue for this if the feature costs a focus point. Though the unintented side effect is you can hypothetically change 3 spells every combat. It does have an opportunity cost, but paizo could also just put a phrase like "use this only once per ten minutes" or something similar if the opportunity cost isn't high enough ![]()
![]() Milo v3 wrote: Have stuff relating to technology. Actual technology. What I'm trying to get at is what you want here. What tech things do you want them to do in specific. Stuff not already covered by computers and crafting skills. You said spellshapes don't feel like hacking because other classes can do it, and wizards get the thesis, but crucially the thesis doesn't have anything like jailbreaks which enhance and expand spellshapes. Frankly the thesis barely does anything. I'm not sure what we expect a fullcaster who is technology themed to do besides cast technologically themed spells and modify them like code. This is why I am asking specifically what you want in concrete terms. I don't want to misinterpret what your desires actually are. I am getting the sense that retheming the mechanic to be using magic with their tech is more what you want, but I am not certain and that's why I am asking Also... I know the blurb off-handedly mentions "machine spirits" but that feels occult and not technomancer-y to me at all, frankly. Too 40k coded for my tastes. But that is neither here nor there. ![]()
![]() Teridax wrote:
What if the technomancer has their spellshape focus spell from their subclass and a focus spell that simply overclocks something that is just given as a baseline part of the chassis (2 focus point to start). And nothing else is changed, no loss in power or abilities. Does this solve the issue? Further clarification you can overclock normally with a slotted spell, or by using said focus spell. Both work ![]()
![]() Milo v3 wrote:
Isn't talking with computer spirits more, idk psychic/medium, occult feeling thematically? What exactly do you want the class to do? Why do you feel like changing the parameters and effects of spells isn't like hacking? ![]()
![]() Teridax wrote:
Well, the versatility of spells is often considered poor game design, but I'm not going to get into the weeds of that because it's obviously nuanced, and complicated. Regardless I think there is a difference between versatility and being a generalist. Rogues end up as generalists in skills even though they really could just be taking the dex skills plus a couple skills important for the character concept, and likewise I don't think we *need* medicine and thievery on most or all technomancer, nor religion and nature. I do understand your point about wanting to be able to fill gaps in PFS specifically, but I don't know if that is solvable without giving everyone their level to all skill checks. I do wanna clarify, I meant 8th skills for a wizard not a techno. I agree more that techno should get 2+int or 3+int because of the additional two skills. Piloting feels mandatory for every character to have and I almost wish it was treated like perception ![]()
![]() Milo v3 wrote:
Well, only if we try to make spellshapes and jailbreaks into some grafting metaphor could we maybe get there, but you're saying something true of game design on the whole for these things. You can hypothetically reflavor anything as damn near anything. Spellshapes and jailbreaks specifically feel tech-y and like hacking because you're changing the function of spells on the fly and making them more modular. Which is a better mechanic to flavor as tech-y than the Witchwatper's or Mystic's, but I do think you could brute force those two into having technomancer flavor as you could with nearly anything, but it wouldn't feel as tech-y as what the technomancer has now ![]()
![]() Teridax wrote:
Truthfully I'm not a fan of the amount of skills any of those classes get either. It's for me more than it feels soup-y, but I also don't like the concept of "skill monkey" classes. To me it seems to incentivize being too much of a generalist in a team game where we all pick our lane to cover weaknesses. But it is neither here nor there, I'm just not sure what we are picking for that 8th skill ![]()
![]() Xenocrat wrote:
If you could apply some of them, or some of the benefits to cantrips, that might solve the issue. Right now the limiter is the overclock which requires a slotted spell, but jailbreaks themselves and the spellshapes can be applied to cantrips. At levels 1 and 2 it's simply an unreasonable ask that the technomancer cast a slotted spell every combat, at levels 3 and 4 it is a big ask but doable, and finally at 5 we can start to cast at least one spell a combat in a given day, and as you go up you'll eventually just be able to chain them as you want. Hypothetically. So whatever solution is necessary needs to be for levels 1 and 2 imo, and that can just be allowing you to overclock with cantrips, but maybe have a bonus if the spell is slotted I don't want to much homogeneity where every caster has focus spells that do what you said as you said and I appreciate that these are more like what the psychic does with amps, but more versatile ![]()
![]() WWHsmackdown wrote: 3 slots AND 6hp is pretty brutal. As far as I'm concerned a class should follow the wizard/sorc paradigm or "the rest" paradigm for caster proficiencies in regards to their number of slots (witch and physic being outliers). If mystic and ww lose a slot, then they should keep the 8hp and armor. Otherwise they can keep the 4 slots and lose health/armor I think their class abilities and feats would get stronger and more impactful for the trade off and 6hp makes compatibility with pathfinder better. I suggested that the meta be accounted for by equipment and not class chassis, and I'm hoping they did this and so 6hp will be mitigated this way, but wishful thinking until we see the core book. I think they will all retain light armor though ![]()
![]() Milo v3 wrote: They don't do much software-y stuff though? If you had a metamagic focused wizard who also sometimes enchants his robes to defend him, most would not call that a tech class. The metamagic is the tech. You're treating spells like software, like a program. The overclock thing is kind of tertiary imo. I think it just exists to jailbreak, but the fact the class has such a modular design to the gameplay is very tech-y. I know you and others said it's "just flavor" but so is enchanting robes as you mentioned. If I had to make a stab here it's that you, like myself, wanted more hardware focused stuff ![]()
![]() Teridax wrote:
I don't care enough to say it shouldn't happen, but I don't know why anyone cares this much. I certainly think skills and spells compete for your attention, and that there is something lost when too many skills get filled in. Wizards start with 7 trained skills. After we run down the list of all the int skills, Arcana, Society, Occult, Crafting, we maybe grab something generally useful like acrobatics, and then maybe two flavor skills, we hit 7, what are we grabbing with 8 that is so important? I'm not a mind reader but it feels more like an obsession with mathematical symmetry than with play design. 7 skills is already a lot and typically only 3 will be legendary. This also devalues the untrained improvisation style feats, and as you level you'll already get 2 more trained skills. I'm always just picking "idk, something ig" when picking those, so I don't know what people want that one extra skill for. I think this argument is maybe stronger for the magus who often has +2 int instead of +4, but for a wizard, idk. We aren't even talking about skills given by backgrounds either ![]()
![]() Teridax wrote:
I personally only think they should have Arcana, Computers and 2+Int because Starfinder has two extra skills, computers being one, and that transferring the class to Pathfinder is Arcana 2+Int this way, instead of Arcana 1+Int. I can image a lot of players wanting to play this but calling it a wizard ![]()
![]() I thought about it for a while, and I think that what I wanted where the technomancer was conjuring artillery and magically constructing machines, walls, turrets, and guns, steps on the toes of the mechanic and that's why they have a split between hardware(mechanic) and software(technomancer). Hacking is definitionally tech, and they are absolutely treating magic like technology and like a code. So I see no issue outside the fact I was hoping for something hardware/mechanical focused, but I understand why I didn't get that ![]()
![]() DMurnett wrote: I was someone that complained about WW and Mystic being 4 slot, so I'm personally really happy to see a 3 slot caster and am hopeful those classes will be toned down at release like they should be. That said, the adjustment doesn't treat Technomancer very nicely and I think they'll struggle quite bad unless we get staves (or equivalent) in SF2 I suspect both are 3/level now, and 6hp instead of 8, but that's speculation on my part ![]()
![]() Teridax wrote: I do think that the question of what a Wizard is or should be could become much easier to answer in a game system where thematic casters were much more common, or even the norm. PF2e isn't a game that accommodates thematic casters super-well for the most part, and when people expect one, many will turn to the Wizard despite the Wizard being arguably the least specialized caster in the game. Part of that I think comes from the Wizard in past editions being able to spec into a specific school of magic, and part of it I think is that the Wizard is such a nebulous term outside of the TTRPG space that most fictional mages get lumped in as Wizards. In a game that had a dedicated illusionist, a dedicated necromancer (which we're getting!), and perhaps a few more casters that broach a theme normally covered by the Wizard, the Wizard could stand out specifically as the kind of class that can cover multiple basis at some tradeoff. I don't think this necessarily means making a brand-new class for every OGL school of magic, as I don't personally think there's that much narrative meat to a dedicated evoker or abjurer class besides a runelord, but it could certainly help the Wizard if they didn't try to carve lots of niches at once, nor were expected to satisfy a playerbase's desire for both extreme specialization and extreme versatility. My ideal solution is that we get classes like Necromancer, Illusionist/Mesmer, Warmage whatever, and those are all specific classes with bespoke feats, but they are all under a "super class" of "wizard" which would be a list of feats across all of these thematic specialized wizards. Wizard itself would not be a class, and you couldn't take multiclass dedications of other wizard classes except by variant rule. These classes can have different baseline abilities, not have to reprint feats such as quicken spell and effortless concentration in a book saving space, and they could use different tradition's spell lists if that makes sense for them ![]()
![]() Teridax wrote: I do think the point stands. In Tolkien's works, the five wizards are all servants of great angelic figures and their magic comes from their own divine nature, as well as their training. In the world of Earthsea, wizards are born with magical ability that they then train later, and similarly the wizard Merlin derives his own powers from his demon father. What counts as a wizard varies immensely from fiction to fiction, to the point where the similarities are often entirely aesthetic (i.e. pointy hat, magic, and a staff). Thus, there will inevitably be at least some players who won't find the exact Wizard they want, and that shouldn't be an obstacle to dig into the identity Paizo chose for their class, which is that of an arcane spellcaster whose magic derives entirely from study. That in and of itself is a rich identity to draw from, and part of the issue the Wizard has right now isn't so much that their core identity is lacking, but that their options only draw from an extremely limited facet of their identity, as opposed to a greater totality. and more to the point sorcery is almost always associated with learned magic in fantasy media EXCEPT d20 fantasy. Which really just consists of two games. Dark Souls sorcerers are intelligence based studious practitioners of magic, Diablo same deal, Rune Quest has editions where sorcery is the learned magic and so on. It's extremely rare that the word "sorcery" refers to innate magic ![]()
![]() GameDesignerDM wrote:
I've seen this contested. Frankly they still count. If they're not wizards, then they are angels or something equivalent. They're certainly not clerics But I disagree with the thrust of Deriven's point. "wizard" is a catch all, even in fantasy, and has no discernable difference between itself and sorcerer, warlock, mage, whatever. The game could easily lose the wizard class and lose nothing ![]()
![]() Teridax wrote:
I would argue that clerics and druid perhaps shouldn't be prepared at all. Thematically I'm not sure it makes sense ![]()
![]() Deriven Firelion wrote:
If I could I would give wizards OG metamagic where you apply it when you prepare a spell and I would make this a unique set of feats to them and only them. That's one place I would give them niche protection. Particularly I think it would help accentuate their theme and role ![]()
![]() I think the focus spells are meh, yeah. I also don't think that's where I want the power budget to go. Other classes already have good focus spells, or are even focused on focus spells(no pun intended). I like that the focus spells at least are mostly 1 action and can be combined with regular spellcasting. If they're to have focus spells, I think they should stay one action. Which does mean they must necessarily be weaker ![]()
![]() ElementalofCuteness wrote: Unless a Class Archetype fixes Wizard it is very much playable just boring till you get to the levels where you get stuff like secondary detonation which is a super powerful feat exclusive for wizards but comes online far to late for most people to use it. They just need some help rather it is better focus spells, hyper unique focus cantrips via feats (Which be cool), Spell Subsection as base class feature. Just something to make them go, "Hello, I am the master of the arcane arts and everyone else is just a copycat." I do also agree that far too many feats for the wizard are upshifted too high. Knowledge is Power should be a level 1 feat or feature but is a level 8 feat ![]()
![]() Deriven Firelion wrote:
Cleric is a complicated one because it is the best class in the game. Divine list is stacked, it has a great chassis, divine font and good feats only lacking wr2 focus spells for some domains. I don't think it should be our measure because it over performs compared to everything... But I this isn't important really. I was going to go on a tangent about how I think the druid is actually insanely boring and not very good, but you and I don't disagree that giving the wizard a few things would be welcomed. The disagreement is that you want to make them more like other classes, but I see their issue as having too low of a skill floor, and not too low of skill ceiling. The skill ceiling of the wizard I would only put barely below the best casters in the system, but I would put the floor even lower because it requires system mastery wr2 prepared casting. This is why my recommendations have been about raising the floor and steering players in the right direction. The wizard has sneaky power hidden in otherwise very unglamorous feats and features. I would also welcome a change that gives those feats and features more aesthetic appeal to emphasize them more, but I don't agree with positions such as making spell substitution too good(which defeats the point, purpose and fun of prepared casting) nor that they should have more and stronger focus spells. Of all the casters I think the wizard in specific should be the one designed without focus spells in mind and if they didn't already have them I would like to see experimentation with the wizard class and designing them without any at all. It's the one class that I think should be build around those daily preparations primarily and exclusively. So my push back will always and primarily be against removing this identity from the class as it is to my mind the central thing We both want the class to have more toys, but I specifically do not like when suggestions seek to homogenize casters too much. They're already too homogeneous ![]()
![]() Deriven Firelion wrote:
Mainly because I'm not interested in rehashing any arguments, nor am I particularly invested in convincing you in specific. You have shown in the details of how you play that you simply don't interact with the tools prepared casting gives you in order to maximize its potential, and because spontaneous is actually very good in this edition you simply think prepared sucks because it isn't always better and not leaps and bounds better. They're simply both viable options and I don't need you writing the same walls of text about the same class features and feats again and again. I don't agree with your assessment, I think the way you play is not suited to prepared casting, but also that this is fine. There is simply a large personality difference between us here. For example you see it as an inconsistency that I mention both substitution and blending as things which provide a lot of power and potential to wizards because they cannot be taken simultaneously, but to me it's an open ended question. These are abilities which push the power and capacities of the class in different powerful directions I don't know if it is worth my time to argue with someone who is convinced the same handful of spells are the only good ones, that top levels slots beyond 3-4 are not worthwhile, nor really sees the power and potential in the modularity and flexibility of changing your entire load out day-to-day, and I mean this sincerely. I do think frequently getting the most out of prepared casting is in practical terms going to mean you swap well over half your spells according to the situation and team composition. You don't play in a way or with people where this would be necessary or facilitated well. We simply will not see eye to eye on this. It won't happen Oh, and the video is not a theory video. It's instructional, just need to clarify that point ![]()
![]() Blue_frog wrote: You can change your spellbook day to day, but why would you if you already have most useful spells in your repertoire ? Cuz Deriven is simply wrong that the best way to play any spellcaster is to simply have and use the assumed power house spells. Generally prepared casters do best in sandbox adventures and anything with this degree of freedom where you can use your time to learn what you'll deal with each day. If you only prepare your fears, slows, haste and such, you will be worse than a spontaneous caster, but that's absolutely not how a prepared casters should be played at all. I'll just link video that's good on the subject video here![]()
![]() Deriven Firelion wrote:
That's cool, spontaneous casters have their advantages. As it should be. Spontaneous still can't completely change their repitiore day-to-day. As a prepared casters I can just decide to be a whole different guy tomorrow and it rocks. Spontaneous casters have encounter to encounter flexibility but are rigid otherwise. That encounter to encounter flexibility is very good and cool, it's not always better though. There is also something disingenuous about framing it as 45 spells known. Wizards can and will be able to fill each of their slots with a different spell. 4x9+1 is already 37, and 43 with cantrips, 44 with their starting focus spell even if their starting focus spell isn't fantastic. Split slot at 6 can bring us to 45 even, and scroll adept brings it to 47. You can get the second focus spell going to 48. Need I go on? It's clearly not a meaningful way to talk about either class and involves framing that doesn't really get at the core strengths or weaknesses ![]()
![]() Deriven Firelion wrote:
It's a high premium because it circumvents the downside of prepared casting. Spontaneous casters also have to spends time retaining if they want to change their spells, prepared casters can literally just put on a whole new persona day-to-day if they want. Showing up with a new caster build as they choose. Mitigating the downside of this ability too much wouldn't make the wizard more interesting ![]()
![]() Ryangwy wrote:
There is also some lower level feats that lets you put two spells in one slot and chose between one or the other when you cast. This is considered a pretty high premium by paizo *Edit:
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![]() exequiel759 wrote: I don't really agree the wizard should be a RK beast though. That it should have tools to make it easier? Totally. That it should be part of the chassis of the class? IMO no. The wizard is highly associated with Intelligence, but the wizard isn't a monster hunter like a thaumaturge that knows everything about their enemies. In fact, I don't recall a single wizard from media that plays the "I know everything about this foe" kind of deal. However, I would like schools giving you an auto-scaling lore and a trained skill (someone pointed out earlier wizards have less trained skills than most classes. I think this would be the perfect way to compensate that). Wizards are IMO more of an expert in their field of knowledge rather than an overall knows-it-all, so this makes more sense to me. For me it's more about the fact that "monster hunter" is a redundant classification for all adventurers, including wizards. It's just that in that they cast spells and have to prepare the ahead of time they should have class features to raise the floor for players and direct them to utilizing this to their best advantage. I don't think wizards should be able to recall knowledge about everything easily, but they should be able to easily ascertain what kind of spells would be most effective against certain enemies. Especially because arcane is the most "offensive" spell list. It's the spell list with the most orientation towards spells that affects enemies rather than affecting allies. No healing, few buffs, but a lot of debuffs, crowd control and damage So I think it logically follows:
With the three premises I think we can conclude that the role and play style of the wizard is learning about enemies and their weaknesses(general term), what kinds of enemies and hazards they will face in a given day and preparing the right tools for the job as best they can with the information they can acquire So my suggestion for what the wizard needs is perhaps a class feature that lets you pick between a divination ritual that gives vague hints about what you might need to prepare, or spell substitution if your DM allows you to get information via downtime activities and roleplay. Then the wizards should have some way to use arcana or some kind of lore skill to learn stats relevant to what kind of spells will be most effective. Spell immunities if any, worst save, weaknesses etc. then lastly to incentivize this kind of play some kind of mechanical bonus(es) for targeting the lowest save or an enemy weakness to help push players in the right direction Basically what the wizard needs to raise the skill floor is stuff that accentuates their modularity and modality and pushes players in that direction *Edit to clarify a point:
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![]() Squiggit wrote:
For the most part I agree that wizards shouldn't be knowledgeable about everything and their study of magic would, realistically, make them more narrowly focused, but I also agree that the game mechanically requires prepared spellcasters to be generalists in terms of knowledge of monsters and what spells are prepared. I also think it does make sense that an adventurer wizard is less of an academic, and is a boots on the ground individual who's primary concern is magical aiding their fellow adventurers and knowing about monsters is key to this. I think we can kill several birds with one stone here by having wizards rewarded for hitting weaker saves, having some kind of class ability that helps them identify enemy saves and lastly some inbuilt feature that lets who gain *some knowledge* about the upcoming adventuring day to aid spell preparation that gets around lazy and obtuse GMs who are uncompromising wr2 gathering information Some class feature that lets you do some kind of divination ritual before preparing your spells for the day to get some vague hints as to what is in-store for you over the next day is enough to prepare spells in a way to perform better than a spontaneous caster most of the time, and it being a feature of the class should raise that floor for a good number of players. So it has to be some combination of monster lore, benefits for exploiting weaknesses and an ability to gain information about the day ahead of you ![]()
![]() Old_Man_Robot wrote:
I run out of skills I want to use on a wizard before I finish filling them out. Tf you need more skills for A wizard starts with 9 total skills, 9 of 17 base skills. That's roughly 53%. You really only need the int skills plus a few flavor skills, and you'll really only be progressing three skills. So, sincerely, the hell do you need more skills for? Most classes are gonna start with something like 3-4, maybe 5, skills and that's it. Which is plenty ![]()
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![]() I was more so thinking these would be closer to how the spontaneous spells for the animist work, but weaker, necro goes bounded casting etc. these would be always active thralls, rather than summoned in combat, and it would be a feat for around level 8-10-ish and basically be how you get limited lower level slots. If they're skulls like a demilich they'd just float around you, or act like a familiar, but actually, do any of the undead you can summon with summon undead have spells? I haven't checked but it kinda reminds me of how you might summon a unicorn for the heal spell, could just use the already existing summon undead spell
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