JimboG
2013-06-16, 07:17 PM
So I’m attempting to make a campaign that gets spells and spellcasting characters under control and more equal to the abilities the 3rd and 4th tier classes are capable of, while still staying faithful to the classes themes. (For those who are interested, the campaign is nautical based with a heavy ship battle component and the need to acquire and maintain a sizable crew.)
To do this, I have decided on some modifications to some of the classes, and I wanted to ask your opinion of whether these don’t overly cripple the classes, and if you had any better alternatives. I have not yet tackled the other Base classes because our group honestly doesn’t use them much. With that said, here are my changes:
Cleric: The Cleric no longer has access to his Cleric spells. Instead, a Cleric may choose a deity and receive all four of their domains and their powers. A Cleric’s spells per day are still the same as their spell chart (minus the extra domain spell), but they may only cast spells from their chosen domains, and may cast them spontaneously without the need to prepare them individually. A Cleric may still trade their spell slots for the equal or lesser Healing spells.
Druid: Exactly the same as Cleric, except as noted: when a Druid chooses her Natures Bond, she may choose to have two of the Druid Domains and an animal companion, OR she may choose to have four domains. A Druid may still trade their spell slots for the equal or lesser Summon Nature’s Ally spells.
Bard: Undecided. I’m not sure how to handle the Bard’s spellcasting yet, as I’ve never actually played with a Bard in any campaign and thus don’t have any experience with their abilities. Suggestions are appreciated.
Paladin: Must use the “Warrior of the Holy Light” archetype, which removes spellcasting ability and grants an extended list of additional abilities.
Ranger: Must use the “Skirmisher” or “Trapper” archetypes, which removes spellcasting ability and grants an extended list of additional abilities.
Sorcerer: The Sorcerer must only cast spells from her Bloodline list after they are granted. (Note: I’m pretty sure this is too hard of a change for them and leaves them fairly helpless, so suggestions are appreciated in order to extend the Sorcerer’s abilities while sticking to the trend.)
Wizard: I have absolutely no idea what to do with Wizards, and am considering banning them altogether and tweaking the Adept class to replace them in order to fill in the “learned academic” trope in the world.
Barbarian: Unchanged.
Fighter: Unchanged.
Monk: Unchanged (might be granted Full BAB to make up for the decreased magical options).
Rogue: Unchanged.
To do this, I have decided on some modifications to some of the classes, and I wanted to ask your opinion of whether these don’t overly cripple the classes, and if you had any better alternatives. I have not yet tackled the other Base classes because our group honestly doesn’t use them much. With that said, here are my changes:
Cleric: The Cleric no longer has access to his Cleric spells. Instead, a Cleric may choose a deity and receive all four of their domains and their powers. A Cleric’s spells per day are still the same as their spell chart (minus the extra domain spell), but they may only cast spells from their chosen domains, and may cast them spontaneously without the need to prepare them individually. A Cleric may still trade their spell slots for the equal or lesser Healing spells.
Druid: Exactly the same as Cleric, except as noted: when a Druid chooses her Natures Bond, she may choose to have two of the Druid Domains and an animal companion, OR she may choose to have four domains. A Druid may still trade their spell slots for the equal or lesser Summon Nature’s Ally spells.
Bard: Undecided. I’m not sure how to handle the Bard’s spellcasting yet, as I’ve never actually played with a Bard in any campaign and thus don’t have any experience with their abilities. Suggestions are appreciated.
Paladin: Must use the “Warrior of the Holy Light” archetype, which removes spellcasting ability and grants an extended list of additional abilities.
Ranger: Must use the “Skirmisher” or “Trapper” archetypes, which removes spellcasting ability and grants an extended list of additional abilities.
Sorcerer: The Sorcerer must only cast spells from her Bloodline list after they are granted. (Note: I’m pretty sure this is too hard of a change for them and leaves them fairly helpless, so suggestions are appreciated in order to extend the Sorcerer’s abilities while sticking to the trend.)
Wizard: I have absolutely no idea what to do with Wizards, and am considering banning them altogether and tweaking the Adept class to replace them in order to fill in the “learned academic” trope in the world.
Barbarian: Unchanged.
Fighter: Unchanged.
Monk: Unchanged (might be granted Full BAB to make up for the decreased magical options).
Rogue: Unchanged.