KOLE
2018-12-18, 09:05 PM
Hey everyone,
Recently dipped my toes into the water, homebrewing for the first real time last week by a releasing a Patron for the Warlock. I got a lot of helpful feedback. One of the first issues with it was the fact that the expanded spell list was considered very overpowered for a short rest recovery class, which I took into consideration and promptly fixed.
I'm working on another class that is intended to be a full caster, so my mind has been really chewing on the concept of spell lists. Spell lists are a terrific way to flavor a build and define its role. They also have a considerable impact on the efficacy of the cast. For example, I hear many people define the Wizard's spell list as its own class feature, because it contains pretty much every good spell in the game, and can cover any desired casting role with the exception of healing. If you were to swap the Wizard spell list for another, you might unwittingly nerf the whole cast.
The bard is another interesting example as it remains balanced because of what ISN'T on it spell list. Bards get more than pretty much any other caster: decent hit die, armor proficiency, good saving throws, good weapon use, great cantrips... The only thing really keeping it in check is its spell list, which is good, but not overwhelming.
The Druid as it is is practically defined solely by its spell list. Wildshape shenanigans are great, but when I hear people talking seriously about playing a Druid, the conversation tends to picking from its wonderful list.
Clerics wouldn't be near as amazing of a class without the hefty spells on its list, including many exclusives.
Considering this has really put things into perspective for me. How do you decide what goes on a homebrew spell list and what doesn't? Is it appropriate to stick to a theme? How much or how little? Do you encourage action economy by having a good spell for action, bonus and reaction at every level? Do you include control spells with a wide variety of saving throw stats so a caster has one for every kind of enemy? Do you make sure the have AOEs every level? Or is having an option for all of those too much?
I'd like to hear the forum's wisdom on this.
Recently dipped my toes into the water, homebrewing for the first real time last week by a releasing a Patron for the Warlock. I got a lot of helpful feedback. One of the first issues with it was the fact that the expanded spell list was considered very overpowered for a short rest recovery class, which I took into consideration and promptly fixed.
I'm working on another class that is intended to be a full caster, so my mind has been really chewing on the concept of spell lists. Spell lists are a terrific way to flavor a build and define its role. They also have a considerable impact on the efficacy of the cast. For example, I hear many people define the Wizard's spell list as its own class feature, because it contains pretty much every good spell in the game, and can cover any desired casting role with the exception of healing. If you were to swap the Wizard spell list for another, you might unwittingly nerf the whole cast.
The bard is another interesting example as it remains balanced because of what ISN'T on it spell list. Bards get more than pretty much any other caster: decent hit die, armor proficiency, good saving throws, good weapon use, great cantrips... The only thing really keeping it in check is its spell list, which is good, but not overwhelming.
The Druid as it is is practically defined solely by its spell list. Wildshape shenanigans are great, but when I hear people talking seriously about playing a Druid, the conversation tends to picking from its wonderful list.
Clerics wouldn't be near as amazing of a class without the hefty spells on its list, including many exclusives.
Considering this has really put things into perspective for me. How do you decide what goes on a homebrew spell list and what doesn't? Is it appropriate to stick to a theme? How much or how little? Do you encourage action economy by having a good spell for action, bonus and reaction at every level? Do you include control spells with a wide variety of saving throw stats so a caster has one for every kind of enemy? Do you make sure the have AOEs every level? Or is having an option for all of those too much?
I'd like to hear the forum's wisdom on this.