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<blockquote data-quote="DonAdam" data-source="post: 6030011" data-attributes="member: 2446"><p>I don't think one more magic character is all that valuable, especially not if the purpose of the core rules is to give you something flexible enough to play a wide range of fantasy campaigns with.</p><p></p><p>I would much rather have a non-magical expert type character, someone that leans heavily on Int, Cha, or both depending on build. The idea would be to cover the courtesans, sages, etc. Basically I want a non-magical way for cunning characters to matter.</p><p></p><p>The effectiveness of such characters depends a lot on the ability to manipulate resources and relationships and thus on the political, economic, and social aspects of the world, but there could be modular aspects to that just like there are modular magic systems. This will probably have to wait for a supplement about kingdoms, politics, intrigue, etc., but I think it's a core enough fantasy trope that it belongs in the core books.</p><p></p><p>Another advantage of including this early on is that it gives the DM more ability to dial down magic without throwing off game balance. If a core Expert class is competent, then a low magic game can make spellcasting only available through feats/multiclassing/etc. while keeping such characters effective (assuming a good multiclassing system, of course).</p></blockquote><p></p>
[QUOTE="DonAdam, post: 6030011, member: 2446"] I don't think one more magic character is all that valuable, especially not if the purpose of the core rules is to give you something flexible enough to play a wide range of fantasy campaigns with. I would much rather have a non-magical expert type character, someone that leans heavily on Int, Cha, or both depending on build. The idea would be to cover the courtesans, sages, etc. Basically I want a non-magical way for cunning characters to matter. The effectiveness of such characters depends a lot on the ability to manipulate resources and relationships and thus on the political, economic, and social aspects of the world, but there could be modular aspects to that just like there are modular magic systems. This will probably have to wait for a supplement about kingdoms, politics, intrigue, etc., but I think it's a core enough fantasy trope that it belongs in the core books. Another advantage of including this early on is that it gives the DM more ability to dial down magic without throwing off game balance. If a core Expert class is competent, then a low magic game can make spellcasting only available through feats/multiclassing/etc. while keeping such characters effective (assuming a good multiclassing system, of course). [/QUOTE]
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