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Alternate
Bards and Sorcerers

Book
of Eldritch Might II: Songs and Souls of Power
offers a variant bard and sorcerer class. Both
these alternatives are presented more for flavor
than as replacements for some perceived mechanical
inadequacy in the standard classes.
The
variant bard, for example, is much more
music-based than the original. I didn't necessarily
think that the standard bard was underpowered.
I did know, however, that a lot of bard fans
weren't happy with the class as presented. It
had no unique flavor to it. The bard was sort
of a second-string... everything. While I understood
the whole "jack of all trades" concept,
where the bard could do a little of everything,
I didn't think the idea mandated that the bard
sort of feel like all the other classes. "Magic
as music" is an idea that's been around
for a long time, and I think it's quite cool.
The
class has access to spellsongs rather than spells
in three levels of power -- spellnotes, spellchords,
and spellmelodies. While the bard does not know
a lot of spellsongs, the class offers a good
deal of flexibility: Characters can use multiple
spellnotes to cast an additional spellchord,
for example, or multiple spellchords to make
a more potent spellchord.
The
spellsongs were tricky to balance. Having only
three "levels" to work with was both
difficult and at the same time refreshing, let
me tell you. (Refreshing because it's easier
to wrap your mind around a continuum of three
points rather than nine.) Most, but not all,
of the magical effects I wanted bards to have
-- attack, defense, increased movement, healing,
charm, and so on -- have an aspect on each of
the three "levels."
Spellnotes
are weird in the game because they are only
a move-equivalent action to use. So most of
them fall between cantrips and 1st-level spells
in power. A few are as good as 1st level spells.
Spellchords are balanced with 3rd level spells,
approximately, although they err on the weaker
side. Spellmelodies (which were originally going
to be called spellharmonies, but I was convinced
that the progression worked better with "melody")
are about 5th or so. In areas where bards should
really excel, the effects rise above those basic
level equivalents.
The
alternate sorcerer came along late in the
design, but the concepts had been brewing for
a long time. It's my contention that by taking
a list of what had been 2nd Edition spells (and
actually, many have been around far longer than
that) balanced for a wizard's mechanics, the
process ended up throwing the sorcerer all out
of whack. Haste might be an okay spell
at 3rd level for a wizard -- and that's debatable
-- but it's all wrong for a sorcerer. Because
if that's one of her few precious 3rd-level
spells (or the only one), then the system forces
her to cast it all the time. Every encounter,
she's hasted. In fact, she and probably
some of the other party members are hasted.
Spells like fly, invisibility, and others
present similar problems.
People talk about sorcerers constantly casting
magic missile or fireball. But
I can tell you that the class was actually balanced
with those spells in mind. It's the other spells
that throw a wrench into things. The "machine-gun"
sorcerer is not a balance problem.
But
that's not all. The sorcerer's limited flexibility
can make the character not only less useful
to the group at large (unless they are in a
fight), but it can make her dull to play. Something
horribly overpowering (a huge number of castings
available) matched with something horribly underpowering
(small spell selection) is a way to achieve
balance, but not a great way.
Ultimately,
I don't want to lambaste the standard sorcerer
too much. I mean, the class was originally partially
my work as one of the 3rd Edition designers.
What the alternate sorcerer does is show that
there's a different way to go about it.
Don't
use the changes I made to the class (greater
skill points, skill selection, Hit Die, etc.)
without also using the new spell list. I know
it's sort of a hassle to have separate wizard
and sorcerer spell lists -- that's why I spent
precious page space on the complete sorcerer
spell list in my book. It's all there, so you
don't have to refer to multiple books to choose
your spells. If you want to add spells to that
list, the DM should simply examine each one
and ask, "Would I mind if the sorcerer
cast that every single encounter?" If the
answer is no, like it might be with something
like burning hands or suggestion,
just put it on the list with no modifications.
If the answer is yes, then consider bumping
it up a level, or maybe not including it at
all.
My
other consideration in making the sorcerer spell
list was one of flavor and feel. In my mind,
the bookish wizard is the one in the magical
lab poring over old books, doing strange experiments,
and learning things. So "intellectual"
spells like identify or legend lore
got cut for the sorcerer to enhance the distinction
between the classes. I also didn't see sorcerers
necessarily making things, so I also cut spells
like arcane mark and Leomund's tiny
hut. A lot of spells that might require
study or finesse, rather than just raw power,
got the axe. Ultimately, I wanted to cut the
list down a fair bit for balance reasons, to
make the sorcerers and wizards that much more
different, and because it just didn't need to
be so darned big. Having so many choices as
a sorcerer, when you only get to select a handful,
makes the class actually less fun to play at
times.
Adding
these new classes to your campaign doesn't have
to be painful or difficult. Forcing a player
to transform an existing player character may
not be the best idea (although if the player's
willing, there's no reason not to). But as for
the rest of the campaign, these new classes
can represent alternate "schools"
of bardic or sorcerous training. Or, you can
change over all the NPCs as needed -- the PCs
won't necessarily notice the difference, at
least right away.
Why
weren't these variants in the Player's Handbook?
Many reasons. They're weird. They take up a
lot of space. I hadn't thought of them yet.
And even if I had, I suspect the other designers
wouldn't have gone along with me -- not because
of balance necessarily (you'd have to ask them
that), but because they are a little too offbeat.
Mostly, however, these alternate versions are
just that -- alternate versions. They are another
way of looking at things, with plenty of hindsight.
Even if I could go back in time, I wouldn't
necessarily try to get them (or my alternate
ranger) into the original book. But they're
fun to have around now, especially after a couple
years more experience with the system.
That
said, I have absolutely no plans to do more
alternate versions of core classes. Never say
never, but for now, I'm turning my attentions
elsewhere.
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