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<blockquote data-quote="I'm A Banana" data-source="post: 5176249" data-attributes="member: 2067"><p>Less "classes" more "adventure roles." </p><p></p><p>Fighter. Mage. Thief. Cleric.</p><p></p><p>Fighter = Damage-Dealer. Fighters kill things with pointy swords.</p><p>Mage = Obstacle-Clearer. Mages blow up walls and teleport you around.</p><p>Thief = Challenge-Weakener. Thieves disable traps and spy on enemies.</p><p>Cleric = Failure-Recoverer. Clerics heal you and replenish supplies.</p><p></p><p>This does not describe the only thing they can do. This describes their focus, what they do the best.</p><p></p><p>Fighters can still clear obstacles (beat down the door!) and weaken challenges (intimidate the enemy!) and recover from failures (first aid!), but they are the best at dealing damage, so that is what you want them to do.</p><p></p><p>Theives can still deal damage (sneak attack!) and clear obstacles (I heard about this riddle on the streets as a kid!) and recover from failure (We had to run away, but I grabbed that potion hanging from his belt), but they are the best at weakening challenges, so that is what you want them to do.</p><p></p><p>There are many, many, many ways to do the same thing, so whatever else we have page space for is basically there for at least one variation on each role, so we've got some kickers.</p><p></p><p>Sorcerer = Damage-dealer. Sorcerers blow up things with magic fire and lightning.</p><p>Druid = Obstacle-Clearer. Druids can fly over cliffs as birds and break down barriers as rhinoceroses.</p><p>Bard = Challenge-Weakener. They've heard the stories, and they're insulting the bad guys.</p><p>Warlord (Tactician) = Failure-Recoverer. They know how to secure a supply line and to keep people going past their prime (maybe less "I yell at you and you heal," maybe more "I make it so you don't collapse at 0 anymore").</p><p></p><p>Two options for each major adventuring role, and feats so that, in absence of one or the other, even cross-role characters can effectively (if reaching) fill the niches left open by others.</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 5176249, member: 2067"] Less "classes" more "adventure roles." Fighter. Mage. Thief. Cleric. Fighter = Damage-Dealer. Fighters kill things with pointy swords. Mage = Obstacle-Clearer. Mages blow up walls and teleport you around. Thief = Challenge-Weakener. Thieves disable traps and spy on enemies. Cleric = Failure-Recoverer. Clerics heal you and replenish supplies. This does not describe the only thing they can do. This describes their focus, what they do the best. Fighters can still clear obstacles (beat down the door!) and weaken challenges (intimidate the enemy!) and recover from failures (first aid!), but they are the best at dealing damage, so that is what you want them to do. Theives can still deal damage (sneak attack!) and clear obstacles (I heard about this riddle on the streets as a kid!) and recover from failure (We had to run away, but I grabbed that potion hanging from his belt), but they are the best at weakening challenges, so that is what you want them to do. There are many, many, many ways to do the same thing, so whatever else we have page space for is basically there for at least one variation on each role, so we've got some kickers. Sorcerer = Damage-dealer. Sorcerers blow up things with magic fire and lightning. Druid = Obstacle-Clearer. Druids can fly over cliffs as birds and break down barriers as rhinoceroses. Bard = Challenge-Weakener. They've heard the stories, and they're insulting the bad guys. Warlord (Tactician) = Failure-Recoverer. They know how to secure a supply line and to keep people going past their prime (maybe less "I yell at you and you heal," maybe more "I make it so you don't collapse at 0 anymore"). Two options for each major adventuring role, and feats so that, in absence of one or the other, even cross-role characters can effectively (if reaching) fill the niches left open by others. [/QUOTE]
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