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Cleric design goals . Legends and Lore April 23
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<blockquote data-quote="I'm A Banana" data-source="post: 5889319" data-attributes="member: 2067"><p>What if the fighter, instead of being given the ability to cast <em>fireball</em>, was given, say, a <em>necklace of fireballs</em> with one bead that recharged every morning? Or if instead of <em>flame strike</em>, he was given a magic sword that could cast <em>flame strike</em> once per day? </p><p></p><p>And then your priest who worships the goddess of fire might get a necklace and a magic mace.</p><p></p><p>And then the rogue who worships the goddess of fire might get a necklace and a magic dagger?</p><p></p><p>&etc.</p><p></p><p>It is mechanically mostly identical, but the feel is different. Is that as annoying?</p><p></p><p></p><p></p><p>I don't personally think a class-based game is determined by <em>exclusivity</em>.</p><p></p><p>Like, let's say I make a PrC for a devotee of the goddess of fire that includes spellcasting from the Fire domain, regardless of your previous class.</p><p></p><p>Does that make the game any less class-based, even though Mr. Fighter can still pick up some magical tricks?</p><p></p><p>I don't really think so. Classes are a power-delivery system.</p><p></p><p>That said, the entire concept of "themes" that give you spells and abilities must certainly detract from your view of a class-based game, no?</p><p></p><p></p><p>And if you're not, then you don't take that theme, and you're still happy with life.</p><p></p><p>And if your party includes some guy who wants to take the theme, then he's happy with life, too. </p><p></p><p>It's not a problem if it exists for other people, is it? Or in your view, does D&D need to impose a certain sacrosanct class division on every single player, or loose something essential?</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 5889319, member: 2067"] What if the fighter, instead of being given the ability to cast [I]fireball[/I], was given, say, a [I]necklace of fireballs[/I] with one bead that recharged every morning? Or if instead of [I]flame strike[/I], he was given a magic sword that could cast [I]flame strike[/I] once per day? And then your priest who worships the goddess of fire might get a necklace and a magic mace. And then the rogue who worships the goddess of fire might get a necklace and a magic dagger? &etc. It is mechanically mostly identical, but the feel is different. Is that as annoying? I don't personally think a class-based game is determined by [I]exclusivity[/I]. Like, let's say I make a PrC for a devotee of the goddess of fire that includes spellcasting from the Fire domain, regardless of your previous class. Does that make the game any less class-based, even though Mr. Fighter can still pick up some magical tricks? I don't really think so. Classes are a power-delivery system. That said, the entire concept of "themes" that give you spells and abilities must certainly detract from your view of a class-based game, no? And if you're not, then you don't take that theme, and you're still happy with life. And if your party includes some guy who wants to take the theme, then he's happy with life, too. It's not a problem if it exists for other people, is it? Or in your view, does D&D need to impose a certain sacrosanct class division on every single player, or loose something essential? [/QUOTE]
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