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<blockquote data-quote="I'm A Banana" data-source="post: 5593883" data-attributes="member: 2067"><p>Naah. </p><p></p><p>There is no "correct" number of classes. Maybe you roll Paladin into Fighter, maybe you don't. It's not a matter of picking the "correct" option, it's a matter of taste. In a campaign where models of noble knights, divine crusaders, and suchlike should be prominent, the Paladin should probably be distinct from the Fighter. In a campaign where everyone's a super-gritty mercenary, that archetype is less important, so it's not important to have a Paladin class in that campaign.</p><p></p><p>Classes are archetype machines. Not every archetype is appropriate for every game, and the number of unique archetypes is not limited.</p><p></p><p>So for a "typical D&D," I'd certainly have a Fighter (dude in armor with weapons), a Thief (sneaky agile stealthy), a Cleric (divine powered healer), and a Wizard (books and magic missiles), but beyond that it's pretty much "negotiable." In a wilderness campaign, a Barbarian, a Druid, and a Ranger might make sense. In an urban campaign, a Noble and an Artificer might make sense. In a "high magic" campaign, you might want a Spellblade. </p><p></p><p></p><p></p><p>These are mechanical niches, not archetypes. Classes, I think, should be broader than mechanical niches, based on the amount of page space they currently use.</p><p></p><p>For a melee controller, I might make a Monk build who focuses on unarmed MBAs with rider effects.</p><p></p><p>For a "dual-location defender," I might make a Swordmage build who fights with a shadow-double. </p><p></p><p>For an "ally-using striker," I might make an Artificer build that focuses on buffing an ally's attacks.</p><p></p><p>For your "at-will conjurer," I might make a Wizard build that does that. </p><p></p><p>None of these need 20 pages of unique, specific material that only they can use, just to do a neat mechanical trick.</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 5593883, member: 2067"] Naah. There is no "correct" number of classes. Maybe you roll Paladin into Fighter, maybe you don't. It's not a matter of picking the "correct" option, it's a matter of taste. In a campaign where models of noble knights, divine crusaders, and suchlike should be prominent, the Paladin should probably be distinct from the Fighter. In a campaign where everyone's a super-gritty mercenary, that archetype is less important, so it's not important to have a Paladin class in that campaign. Classes are archetype machines. Not every archetype is appropriate for every game, and the number of unique archetypes is not limited. So for a "typical D&D," I'd certainly have a Fighter (dude in armor with weapons), a Thief (sneaky agile stealthy), a Cleric (divine powered healer), and a Wizard (books and magic missiles), but beyond that it's pretty much "negotiable." In a wilderness campaign, a Barbarian, a Druid, and a Ranger might make sense. In an urban campaign, a Noble and an Artificer might make sense. In a "high magic" campaign, you might want a Spellblade. These are mechanical niches, not archetypes. Classes, I think, should be broader than mechanical niches, based on the amount of page space they currently use. For a melee controller, I might make a Monk build who focuses on unarmed MBAs with rider effects. For a "dual-location defender," I might make a Swordmage build who fights with a shadow-double. For an "ally-using striker," I might make an Artificer build that focuses on buffing an ally's attacks. For your "at-will conjurer," I might make a Wizard build that does that. None of these need 20 pages of unique, specific material that only they can use, just to do a neat mechanical trick. [/QUOTE]
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