What concepts would get messed up? I dont know as much about FC as you guys which is why I am asking these questions here, so they can be vetted by people who know the game. I would like to know so I can alter or change things to mitigate any ripple effects.
Any concept not served by an attribute array, talent, and allocation of stat increases to get a 18 in Wisdom by level 19. It's actually a central design goal of the Spellcasting (ie, Arcane Magic) system.
Case in point, my PC from a defunct game here on the boards.
Strong Fighter Mage
Str 16, Dex 14, Con 13, Int 15, Wis 12, Cha 12
Tying max spell level to Wisdom instead of your level in Circle of Power reduces the flexibility of the system. For instance, take Lina Inverse from Slayers. Decently physical, ok with a sword, awesome spellcaster, and has access to the most powerful spells in her world... but absolute crap impulse control and common sense and a small list of spells.
In fact, tying max spell level to an attribute pretty much forces Spellcasting magic users into a ver small list of builds. Pretty much none of which deviate from the smart guy in robes stereotype.
The best way to approach FC is to completely forget everything you know about D&D.
And ya multiclassing with a divine class could be "problematic" unless the spell slots gained from a divine class has to be used on a divine spell. *hand wave*.
Case in point. There is no such thing as a Divine spell. Path magic users (aka Divine casters) use a completely different subsystem.
Why cant i change the Roberts screwdriver for a Phillips, and my hacksaw to a jigsaw, if I think it will build the experience I am looking for, which is different than the experience you are looking?
Because a Phillips bit won't drive a Roberts screw, and a hacksaw is a more versitle tool then a jigsaw with a metal blade.
FC is great, and its modular as hell, which is why I want to play it, and play with it. I want to change some bits to suit a different flavor (just like different campaign settings, that offers different play styles and themes), people here are very helpful, but some seem a little resistant to the idea of modifying or changing parts of FC, but thats why I like FC, because of all the modular little bits and pieces that can be altered to fit my game table. I just dont want to make a change that alters FCs delicate balance between foes and party, and between difference species and classes.
FC isn't finely balanced, but it is subtlely balanced. Playing with mechanics is great, adjusting things to suit your playstyle is awesome. Retuning things without understanding how they work in the first place is never a good idea.
At the core, you want to spread spell acquisition out from picking most of your spells at first level. OK.
Alacapocus! (Permanent):
Spells known do not have to be choose when they are gained. Instead, you may elect to choose them when leveling up or when you have a week or more of Downtime. You may not reassign already chosen spells, but may fill any and all unknown spots.
Yeah, silly name, but I like silly names and it's not as silly as Walla Walla Washington.
Addendum: What about changing the Spell Library from spells = Lifestyle to spells = preudence? I don't see how having a high panache would help expand your library, but prudence could be investing resources, time, money into your library.
Except that as Gentry points out, it render the feat way underpowered. If you want to do that though, tie it to Panache. Prudence is your ability to scrimp, save, and resist the siren call of ale and whores. Panache is your dress, living conditions, possessions, etc. Panache makes far more sense to cover your unenumerated possessions.