PhoenixPhyre
2017-09-29, 06:20 PM
In this thread I hope to spark discussion (civil please!) about the pros and cons of having spell lists set by the spell-casting class. I will also present an alternative and its WIP reference implementation. Commentary on the current situation as well as on possible alternatives is welcome, even if it's to tell me that the effort is quixotic and pointless. This is only a thought experiment and would need significant polishing before being play-tested.
Some pieces of this are in spoilers, because I'm rather long-winded. :smalltongue:
Pros:
Tradition: Thus it has ever been. There is value in keeping with traditions, as was learned the hard way with 4e.
Balance: This is often cited as to why Sorcerers don't have a greater spell-list--their other features would be OP if they had access to those spells. I'm sure it also applies to many other classes as well.
Simplicity: Makes answering the question "Can I cast that?" very easy.
Con:
There is no opportunity cost in spell choices (except for Sorcerers who don't have enough spells known). Optimized characters of class X tend to cast the same spells in the same ways, leading to poor character distinctions. Because spells are atomic in nature (as opposed to 3.5e's feat chains), someone who has never cast a transformation spell can pick up True Polymorph and be just as good as someone dedicated to that, which leads to cherry-picking.
For spells-known casters, choices matter strongly and one of two things is true: either they know enough spells that they all have access to all the "necessary" ones and some to spare or they have to spend all their spells known just getting the basics, leading to samey-samey builds (sorcerers, I'm looking at you).
For spells-prepared casters, choices don't really matter (unless the DM doesn't seed in spells to learn as a wizard). Clerics and Druids can always prepare something different tomorrow; wizards usually can as well. Paladins don't have very many spells to play with and fewer slots. This all leads to the Batman/Swiss-army knife style--a tool for every occasion (and thus causes balance issues with other classes).
Thematic Lists
What if instead of class-based lists, the lists were based around themes (character concepts)? That is, you would pick from a wider selection of more narrow lists and pull your spells from there, with classes setting the range of lists available as well as how you gain access to more lists. This of course requires substantial work--deciding what themes should be built in as well as allocating and balancing spells.
Reference Implementation
Note: I'm not wedded to any of the details here.
I went ahead and took a crack at that task. The full (WIP) breakdown can be found in this Google Doc (commenting enabled) (https://docs.google.com/document/d/1AU6QqpZOSi8nrnBytp21wQmg3Ref2zI6Zu_pecVrKwE/edit?usp=sharing). The spell lists by theme and themes for each spell can be found in this Google Sheet. (https://docs.google.com/spreadsheets/d/1Of2RXwi0a3n0KWswQitrXjH6FHO_wCQk8zm6XWYRHxM/edit?usp=sharing)
Basically, I defined 30 themes ranging from elemental casters (air, fire, water, earth, and cold) to guardians, to holy warriors, to illusionists and mesmers as well as witches and seers. I then allocated all the 421 spells from the PHB, EE, and UA: Starter Spells between these themes (with substantial overlap).
Each class has access to a select variety of themes by default, as well as a way to choose spells from additional themes. When the character gains access to spell slots (1st for full casters, 2nd for half-casters, and 3rd for ⅓ casters), they pick a primary theme from the list provided for their class. Depending on the class, they either pick one or more secondary themes at that time or they pick one when they gain access to additional spells as provided by the classes. Some themes are prohibited to certain classes--they can never learn spells from this theme (without multi-classing) or use items such as scrolls to cast these spells unless the spell is also found in their chosen primary or secondary theme. Some themes are limited enough in selection that they only occur as secondary themes.
Primary themes: Illusionist, Mesmer
Secondary themes: Communications, Healer, Kineticist, Light-bringer, Spiritualist, Transmuter
Spells Known at 1st level: Choose 3 from your primary theme and one from any of your secondary themes.
Spells Known at higher levels: Choose from primary theme. If there are no choices at that spell level, choose one from a secondary theme. You may exchange one spell for another from the same theme.
Magical Secrets: Choose a spell from any non-prohibited theme.
Primary themes: Divine Warrior, Light-bringer, Spiritualist
Bonus Theme: Healer
Secondary themes (by domain):
Arcana: Seer, Planeswalker, Conjurer
Death: Conjurer, Necromancer, Shadow-dweller
Knowledge: Seer, Infernal, Planeswalker
Life: Guardian, Mesmer, Purifier
Light: Illusionist, Pyromancer, Purifier
Nature: Animalist, Conjurer, Guardian, Gardener
Storm: Aeromancer, Pyromancer, Conjurer
Trickery: Illusionist, Mesmer, Shadow-dweller
War: Guardian, Infernal, Purifier
At 1st level: Choose a primary theme and one of the secondary themes from your chosen domain. You always have access to the spells of the Healer theme.
Spells prepared: Choose cleric level + WIS mod spells to prepare from any combination of your primary and secondary themes. You can change these every day.
Primary themes: Animalist, Conjurer, Gardener, Geomancer, Spiritualist, Transmuter
Unrestricted secondary themes: Healer, Purifier
Circle themes:
Land--Arctic: Cryomancer
Land--Coast: Hydromancer
Land--Desert: Light-bringer
Land--Forest: Gardener
Land--Grassland: Illusionist
Land--Mountain: Geomancer
Land--Swamp: Witch
Moon: Guardian
Prohibited themes: Infernal, Necromancer
At 1st level: Choose a primary theme and one of the unrestricted secondary themes.
At 2nd level: you gain the secondary theme of your chosen circle.
Spells prepared: Choose druid level + WIS mod spells to prepare from any combination of your primary and secondary themes. You can change these every day.
Primary themes: Aeromancer, Cryomancer, Guardian, Pyromancer, Geomancer
Secondary themes: Anti-mage, Kineticist, Light-bringer, Mesmer, Transmuter, Transporter
Prohibited themes: Animalist, Gardener
At 3rd level: Choose a primary theme; you gain two cantrips and two 1st level spells from it. Your 3rd 1st level spell can come from any secondary theme.
Beyond 3rd level: All your spells come from your primary theme except those gained at 8th, 14th, and 20th level which can come from any of your secondary themes.
Primary themes: Aeromancer, Cryomancer, Geomancer, Hydromancer, Pyromancer
Prohibited themes: Infernal, Mesmer, Spiritualist
At 3rd level: You have access to all 5 primary themes. At 3rd, 7th, 13th, and 19th levels you gain access to 1st, 2nd, 3rd, and 4th level spells (respectively). At each of those levels, choose two spells; you may also switch one known spell for a new spell when you increase in level. Casting spells costs ki points equal to the spell level (including upcasting).
Primary themes: Divine Warrior, Guardian, Light-bringer, Purifier
Secondary themes by Oath:
Devotion: Healer OR Spiritualist
Ancients: Animalist OR Gardener
Vengeance: Anti-mage OR Transporter
Oathbreaker: Necromancer OR Infernal
At 2nd level: Choose a primary theme.
At 3rd level: Gain one of the two secondary themes for your chosen Oath.
Spells Prepared: Choose ˝ paladin level + CHA mod spells (minimum 1) to prepare from your primary and secondary themes. You can change these every day.
Primary themes: Animalist, Spiritualist, Transmuter
Secondary themes: Divine Warrior, Gardener, Geomancer, Healer, Shadow-dweller, Witch
Prohibited Themes: Infernal, Necromancer
At 2nd level: Choose a primary theme and gain two 1st level spells from it.
At higher levels: Whenever you gain access to a new spell level (5th, 9th, 13th, 17th), you can choose your new spell from your primary theme or any of the secondary themes for the class.
Primary themes: Illusionist, Mesmer
Secondary themes: Alchemist, Communications Mage, Kineticist, Pyromancer, Seer, Shadow-dweller, Temporalist, Transporter, Witch
At 3rd level: Choose a primary theme; you gain two cantrips and two 1st level spells from it. Your 3rd 1st level spell can come from any secondary theme.
Beyond 3rd level: All your spells come from your primary theme except those gained at 8th, 14th, and 20th level which can come from any of your secondary themes
Primary themes: Aeromancer, Cryomancer, Geomancer, Hydromancer, Kineticist, Pyromancer
Secondary themes: Special
Prohibited themes: Healer (except Favored Soul)
At 1st level: Choose a primary theme and gain 3 cantrips and 2 1st level spells from it. The 4th cantrip can come from any non-prohibited theme.
At higher levels: Choose your spells from your primary theme.
New ability (level 3): Spell Emulation: Your mastery of the magic in your blood allows you to mimic spells you’ve heard of. You may attempt to cast any spell from any non-prohibited theme, using the regular casting time, concentration, and components. The spell emulated must be at least one level lower than that of the highest spell slot you have. Once you use this feature, you must wait until after a short rest to use it again. At 13th level, you gain an extra use of this feature per short rest. Metamagic can be applied as normal.
Primary theme: Kineticist
Secondary themes by Patron:
Fiend: Infernal OR Planeswalker
Fey: Illusionist OR Shadow-dweller
Great Old One: Mesmer OR Void-walker
Celestial: Divine Warrior OR Guardian
Hexblade: Witch OR Guardian
Raven Queen: Spiritualist OR Witch
Seeker: Planeswalker OR Seer
Spells Known: Your primary theme is kineticist; choose one of the secondary themes granted by your patron. Choose your spells known from this list; you can trade out one per level.
Primary themes: Conjurer, Illusionist, Kineticist, Necromancer, Transmuter
Secondary themes: Any non-prohibited.
Prohibited themes: Animalist, Divine Warrior, Gardener, Healer, Purifier
Spells at 1st level and above: Choose a primary and a secondary theme. Your 2 free spells per level (as well as those at 1st level) come from these themes. You can scribe any spell you find from a non-prohibited list into your spellbook, paying the usual costs in gold and time.
Some pieces of this are in spoilers, because I'm rather long-winded. :smalltongue:
Pros:
Tradition: Thus it has ever been. There is value in keeping with traditions, as was learned the hard way with 4e.
Balance: This is often cited as to why Sorcerers don't have a greater spell-list--their other features would be OP if they had access to those spells. I'm sure it also applies to many other classes as well.
Simplicity: Makes answering the question "Can I cast that?" very easy.
Con:
There is no opportunity cost in spell choices (except for Sorcerers who don't have enough spells known). Optimized characters of class X tend to cast the same spells in the same ways, leading to poor character distinctions. Because spells are atomic in nature (as opposed to 3.5e's feat chains), someone who has never cast a transformation spell can pick up True Polymorph and be just as good as someone dedicated to that, which leads to cherry-picking.
For spells-known casters, choices matter strongly and one of two things is true: either they know enough spells that they all have access to all the "necessary" ones and some to spare or they have to spend all their spells known just getting the basics, leading to samey-samey builds (sorcerers, I'm looking at you).
For spells-prepared casters, choices don't really matter (unless the DM doesn't seed in spells to learn as a wizard). Clerics and Druids can always prepare something different tomorrow; wizards usually can as well. Paladins don't have very many spells to play with and fewer slots. This all leads to the Batman/Swiss-army knife style--a tool for every occasion (and thus causes balance issues with other classes).
Thematic Lists
What if instead of class-based lists, the lists were based around themes (character concepts)? That is, you would pick from a wider selection of more narrow lists and pull your spells from there, with classes setting the range of lists available as well as how you gain access to more lists. This of course requires substantial work--deciding what themes should be built in as well as allocating and balancing spells.
Reference Implementation
Note: I'm not wedded to any of the details here.
I went ahead and took a crack at that task. The full (WIP) breakdown can be found in this Google Doc (commenting enabled) (https://docs.google.com/document/d/1AU6QqpZOSi8nrnBytp21wQmg3Ref2zI6Zu_pecVrKwE/edit?usp=sharing). The spell lists by theme and themes for each spell can be found in this Google Sheet. (https://docs.google.com/spreadsheets/d/1Of2RXwi0a3n0KWswQitrXjH6FHO_wCQk8zm6XWYRHxM/edit?usp=sharing)
Basically, I defined 30 themes ranging from elemental casters (air, fire, water, earth, and cold) to guardians, to holy warriors, to illusionists and mesmers as well as witches and seers. I then allocated all the 421 spells from the PHB, EE, and UA: Starter Spells between these themes (with substantial overlap).
Each class has access to a select variety of themes by default, as well as a way to choose spells from additional themes. When the character gains access to spell slots (1st for full casters, 2nd for half-casters, and 3rd for ⅓ casters), they pick a primary theme from the list provided for their class. Depending on the class, they either pick one or more secondary themes at that time or they pick one when they gain access to additional spells as provided by the classes. Some themes are prohibited to certain classes--they can never learn spells from this theme (without multi-classing) or use items such as scrolls to cast these spells unless the spell is also found in their chosen primary or secondary theme. Some themes are limited enough in selection that they only occur as secondary themes.
Primary themes: Illusionist, Mesmer
Secondary themes: Communications, Healer, Kineticist, Light-bringer, Spiritualist, Transmuter
Spells Known at 1st level: Choose 3 from your primary theme and one from any of your secondary themes.
Spells Known at higher levels: Choose from primary theme. If there are no choices at that spell level, choose one from a secondary theme. You may exchange one spell for another from the same theme.
Magical Secrets: Choose a spell from any non-prohibited theme.
Primary themes: Divine Warrior, Light-bringer, Spiritualist
Bonus Theme: Healer
Secondary themes (by domain):
Arcana: Seer, Planeswalker, Conjurer
Death: Conjurer, Necromancer, Shadow-dweller
Knowledge: Seer, Infernal, Planeswalker
Life: Guardian, Mesmer, Purifier
Light: Illusionist, Pyromancer, Purifier
Nature: Animalist, Conjurer, Guardian, Gardener
Storm: Aeromancer, Pyromancer, Conjurer
Trickery: Illusionist, Mesmer, Shadow-dweller
War: Guardian, Infernal, Purifier
At 1st level: Choose a primary theme and one of the secondary themes from your chosen domain. You always have access to the spells of the Healer theme.
Spells prepared: Choose cleric level + WIS mod spells to prepare from any combination of your primary and secondary themes. You can change these every day.
Primary themes: Animalist, Conjurer, Gardener, Geomancer, Spiritualist, Transmuter
Unrestricted secondary themes: Healer, Purifier
Circle themes:
Land--Arctic: Cryomancer
Land--Coast: Hydromancer
Land--Desert: Light-bringer
Land--Forest: Gardener
Land--Grassland: Illusionist
Land--Mountain: Geomancer
Land--Swamp: Witch
Moon: Guardian
Prohibited themes: Infernal, Necromancer
At 1st level: Choose a primary theme and one of the unrestricted secondary themes.
At 2nd level: you gain the secondary theme of your chosen circle.
Spells prepared: Choose druid level + WIS mod spells to prepare from any combination of your primary and secondary themes. You can change these every day.
Primary themes: Aeromancer, Cryomancer, Guardian, Pyromancer, Geomancer
Secondary themes: Anti-mage, Kineticist, Light-bringer, Mesmer, Transmuter, Transporter
Prohibited themes: Animalist, Gardener
At 3rd level: Choose a primary theme; you gain two cantrips and two 1st level spells from it. Your 3rd 1st level spell can come from any secondary theme.
Beyond 3rd level: All your spells come from your primary theme except those gained at 8th, 14th, and 20th level which can come from any of your secondary themes.
Primary themes: Aeromancer, Cryomancer, Geomancer, Hydromancer, Pyromancer
Prohibited themes: Infernal, Mesmer, Spiritualist
At 3rd level: You have access to all 5 primary themes. At 3rd, 7th, 13th, and 19th levels you gain access to 1st, 2nd, 3rd, and 4th level spells (respectively). At each of those levels, choose two spells; you may also switch one known spell for a new spell when you increase in level. Casting spells costs ki points equal to the spell level (including upcasting).
Primary themes: Divine Warrior, Guardian, Light-bringer, Purifier
Secondary themes by Oath:
Devotion: Healer OR Spiritualist
Ancients: Animalist OR Gardener
Vengeance: Anti-mage OR Transporter
Oathbreaker: Necromancer OR Infernal
At 2nd level: Choose a primary theme.
At 3rd level: Gain one of the two secondary themes for your chosen Oath.
Spells Prepared: Choose ˝ paladin level + CHA mod spells (minimum 1) to prepare from your primary and secondary themes. You can change these every day.
Primary themes: Animalist, Spiritualist, Transmuter
Secondary themes: Divine Warrior, Gardener, Geomancer, Healer, Shadow-dweller, Witch
Prohibited Themes: Infernal, Necromancer
At 2nd level: Choose a primary theme and gain two 1st level spells from it.
At higher levels: Whenever you gain access to a new spell level (5th, 9th, 13th, 17th), you can choose your new spell from your primary theme or any of the secondary themes for the class.
Primary themes: Illusionist, Mesmer
Secondary themes: Alchemist, Communications Mage, Kineticist, Pyromancer, Seer, Shadow-dweller, Temporalist, Transporter, Witch
At 3rd level: Choose a primary theme; you gain two cantrips and two 1st level spells from it. Your 3rd 1st level spell can come from any secondary theme.
Beyond 3rd level: All your spells come from your primary theme except those gained at 8th, 14th, and 20th level which can come from any of your secondary themes
Primary themes: Aeromancer, Cryomancer, Geomancer, Hydromancer, Kineticist, Pyromancer
Secondary themes: Special
Prohibited themes: Healer (except Favored Soul)
At 1st level: Choose a primary theme and gain 3 cantrips and 2 1st level spells from it. The 4th cantrip can come from any non-prohibited theme.
At higher levels: Choose your spells from your primary theme.
New ability (level 3): Spell Emulation: Your mastery of the magic in your blood allows you to mimic spells you’ve heard of. You may attempt to cast any spell from any non-prohibited theme, using the regular casting time, concentration, and components. The spell emulated must be at least one level lower than that of the highest spell slot you have. Once you use this feature, you must wait until after a short rest to use it again. At 13th level, you gain an extra use of this feature per short rest. Metamagic can be applied as normal.
Primary theme: Kineticist
Secondary themes by Patron:
Fiend: Infernal OR Planeswalker
Fey: Illusionist OR Shadow-dweller
Great Old One: Mesmer OR Void-walker
Celestial: Divine Warrior OR Guardian
Hexblade: Witch OR Guardian
Raven Queen: Spiritualist OR Witch
Seeker: Planeswalker OR Seer
Spells Known: Your primary theme is kineticist; choose one of the secondary themes granted by your patron. Choose your spells known from this list; you can trade out one per level.
Primary themes: Conjurer, Illusionist, Kineticist, Necromancer, Transmuter
Secondary themes: Any non-prohibited.
Prohibited themes: Animalist, Divine Warrior, Gardener, Healer, Purifier
Spells at 1st level and above: Choose a primary and a secondary theme. Your 2 free spells per level (as well as those at 1st level) come from these themes. You can scribe any spell you find from a non-prohibited list into your spellbook, paying the usual costs in gold and time.