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Brainstorming Martial/Combat Classes
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<blockquote data-quote="JamesonCourage" data-source="post: 5690825" data-attributes="member: 6668292"><p>Well, he said he's "working on a homebrew fantasy RPG," so I think we should refrain from assuming that magic is more powerful than melee unless he indicates that's the case (which it may well be). In my homebrew fantasy RPG, if one of my players wants to focus on damage, they know to go the mundane warrior route, not magic. And this is an SRD-based game (so, 3.X D&D!), where magic is even less restrained than normal (there are no spells, you simply make them up on the fly using concrete rules). My game has about 250 pages of rules, and of the combat rules, warriors are definitely the kings of offense.</p><p></p><p>Now, we don't know if this is true for his game or not. And, I also don't think there's wrong with you warning him just in case this is the case. I just don't think we should assume it's the case if this thread does take off. I'd hate to see it spiral out of control into a "wizard > warrior" debate if it truly wasn't the case in his game.</p><p></p><p>Again, nothing wrong with your warning, if it's a "just in case you game works this way" thing. I agree with some of your assessment in 3.X D&D, and if it's true of his game, I think your warning is more than warranted.</p><p></p><p></p><p></p><p>I kind of like your idea. Maybe divide it up into three different broad sections: Strength warriors, Dexterity warriors, and Constitution warriors (using D&D physical attributes as a baseline... feel free to alter this to fit this particular game system).</p><p></p><p>Strength warriors could capture the brutes of the world. The powerful damage dealing people that will knock you all over the battlefield with pure force and skill. They'd get bonuses to damage (maybe double Strength bonus to weapons), deal mainly with large weapons, get to use Strength as their attack attribute on thrown weapons, to lifting, breaking down doors, etc. This class is versatile enough to flavor as barbarians, guards, thugs, soldiers, mercenaries, and the like. </p><p></p><p>Dexterity warriors would be all about finesse and precision, as you said. They'd get things like Dexterity to attacks (instead of Strength, if that's the case in this game). They'd get to add Dexterity to their weapons (light weapons, bows, etc.) in addition to Strength (whereas Strength warriors get the benefit of wielding larger weapons, possibly Strength and a half or double Strength bonus, bonus damage, etc.). They'd get bonuses to attack, called shots (if it's in the game), movement (speed bonuses, moving about the battlefield, etc.), etc. This class would be for the swashbucklers, archers, pirates, duelists, etc.</p><p></p><p>Constitution warriors would be all about defense and outlasting opponents. They'd get the benefit of higher hit points, increasing the bonuses from wearing heavy armor and using shields, add damage reduction when using heavy armor, have a second hit point pool (add their Constitution bonus as temporary hit points each level, and this pool refreshes at a certain rate equal to their Constitution bonus each round), ability to move at full speed in heavier armor and heavier loads, etc. This class should fit nicely for heavy infantry, the stereotypical shining knight, bodyguards, guardians, etc.</p><p></p><p>Anyways, just my input. I hope it helps. As always, play what you like <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="JamesonCourage, post: 5690825, member: 6668292"] Well, he said he's "working on a homebrew fantasy RPG," so I think we should refrain from assuming that magic is more powerful than melee unless he indicates that's the case (which it may well be). In my homebrew fantasy RPG, if one of my players wants to focus on damage, they know to go the mundane warrior route, not magic. And this is an SRD-based game (so, 3.X D&D!), where magic is even less restrained than normal (there are no spells, you simply make them up on the fly using concrete rules). My game has about 250 pages of rules, and of the combat rules, warriors are definitely the kings of offense. Now, we don't know if this is true for his game or not. And, I also don't think there's wrong with you warning him just in case this is the case. I just don't think we should assume it's the case if this thread does take off. I'd hate to see it spiral out of control into a "wizard > warrior" debate if it truly wasn't the case in his game. Again, nothing wrong with your warning, if it's a "just in case you game works this way" thing. I agree with some of your assessment in 3.X D&D, and if it's true of his game, I think your warning is more than warranted. I kind of like your idea. Maybe divide it up into three different broad sections: Strength warriors, Dexterity warriors, and Constitution warriors (using D&D physical attributes as a baseline... feel free to alter this to fit this particular game system). Strength warriors could capture the brutes of the world. The powerful damage dealing people that will knock you all over the battlefield with pure force and skill. They'd get bonuses to damage (maybe double Strength bonus to weapons), deal mainly with large weapons, get to use Strength as their attack attribute on thrown weapons, to lifting, breaking down doors, etc. This class is versatile enough to flavor as barbarians, guards, thugs, soldiers, mercenaries, and the like. Dexterity warriors would be all about finesse and precision, as you said. They'd get things like Dexterity to attacks (instead of Strength, if that's the case in this game). They'd get to add Dexterity to their weapons (light weapons, bows, etc.) in addition to Strength (whereas Strength warriors get the benefit of wielding larger weapons, possibly Strength and a half or double Strength bonus, bonus damage, etc.). They'd get bonuses to attack, called shots (if it's in the game), movement (speed bonuses, moving about the battlefield, etc.), etc. This class would be for the swashbucklers, archers, pirates, duelists, etc. Constitution warriors would be all about defense and outlasting opponents. They'd get the benefit of higher hit points, increasing the bonuses from wearing heavy armor and using shields, add damage reduction when using heavy armor, have a second hit point pool (add their Constitution bonus as temporary hit points each level, and this pool refreshes at a certain rate equal to their Constitution bonus each round), ability to move at full speed in heavier armor and heavier loads, etc. This class should fit nicely for heavy infantry, the stereotypical shining knight, bodyguards, guardians, etc. Anyways, just my input. I hope it helps. As always, play what you like :) [/QUOTE]
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