The kits in the
CWH are a good starting point but probably would need modification before being
included in a campaign.
Acamedician: Reaction bonus to dealing with sages and
scholars, age-based bonus to intelligence and wisdom checks. Slight penalty to first attack against each
new opponent. Interesting background for
role playing but is never going to be chosen by power gamers. (The nerd-wizard kit)
Amazon
Sorceress: Receives gender-based
reactions (good and bad). Able to use
some classical amazon weapons and proficiencies. Unable to use two schools of magic.
Anagakok: From an extreme heat or extreme cold
culture. Able to survive well in home
conditions (artic or blazing hot desert/jungle). Starts with little money and gets reaction
penalties.
Militant
Wizard: Able to use some fighter
weapons. Access to fighter non-weapon
proficiencies. Limited spells.
Mystic: Probably one of the kits most seriously in
need of a rewrite. Limited spells. Gets 3 powerful once per week abilities at
first level and no new abilities after that.
Must meditate daily as hindrance.
Patrician: A rich wizard but must spend lavishly
including buying a horse to start the game.
Also gets a reaction bonus from nobility. Slightly limited spells.
Peasant Wizard: A poor wizard who must stay poor. Not sure that makes sense.
Savage Wizard: More of a tribal wizard who is skilled with
magical talismans. Interesting idea but
I am not sure that it scales properly.
Witch: A more powerful kit with several special
abilities. Given the varied meanings of
the word witch, this is probably a more controversial kit, or at least a kit
with a potential for controversy.
Wu Jen: A transplant from the first edition Oriental
Adventures. Probably with all Oriental
Adventures classes, you would be better playing with the Oriental Adventures
rules.
Conclusion: Lots
of good ideas to start with but probably most of these kits need some
modification to balance their special abilities and hindrances in relation to
each other. If this is not done, several
of the kits are almost unplayable because they are too weak relative to other kits.
The Complete
Wizard’s Handbook will be reviewed further in a future post.
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