Thurd asked;
Let's open another maybe a smaller can of worms?
I'm just toying with an idea here...
What's your take on baselists? Are you born to learn just a specific kind of magic? But first...
We assume baselists are more complex spells than open and closed thus motivating specific leaning rules.
We assume you are stuck with your realm no matter what.
I've underlined what I think it's a fundamental error in the starting question, the error which IMHO spawned this whole problem.
Characters are not born to do anything and there is no difficult to learn list, nor easy to learn list.
And that's because, as we all know, PCs are
not real people and lists are just a set of rules for handling special in game effects.
So, professions are not mindsets, nor part of the genetic code of the character, they're just part of the rules we use to play this game. What's their meaning in the in-game world? Absolutely nothing.
They have a meaning only in the "metagame" level, as they give us the costs in DPS we,
as players, must spend to improve a character's skill bonuses.
Spell lists are the same: there is no in-game reason for which a magician has fire law as a baselist and a thief doesn't. There are only out-game reasons:
One of these reasons is balance: as yamma said professional limitations are there to assure that no character will get more benfits of the others as the game proceed (as a matter of fact, they fail to do this, as spell users actually become much more powerful than all non-spell user professions, but that's another topic).
Another are
player priorities: professions are skill sets of skill costs and special abilites. As players we choose our character's profession according to what at the moment are our priorities, what we want our character to do in game, or the aspects of the game we want to explore, if you prefer.
We do not play a magician because our character is born with a predisposition for magic, we play it because we want to kill our enemies with fireballs, or because we want to be the knowledgable guy in the party, or whatever.
So, while rationalizing the in-game meaning of these things can be fun, imho it's also dangerous, because it brings us to search answers for questions related to one field (game mechanics) into another, completely unrelated field (fluff, in-game events) and makes us forget what the real purpose of the game rules is.
Imho we shouldn't be asking "what are baselists" or "what are professions" in-game, but what's their mechanical/metagame meaning.
So, why a
player would want to change his character profession, or its baselists? Is there a balanced way of doing it?