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D&D Older Editions
Looking for thoughts on my kitbashed 4E
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<blockquote data-quote="Igwilly" data-source="post: 7233389" data-attributes="member: 6801225"><p>True, you could say that. However, you also can say that to every class outside the core four – and I’m being really kind here. </p><p>If you don’t <em>want</em> two dozen classes, it’s fine. However, many with this notion seem to think classes are about what we <em>need</em>, but they are about what we <em>want</em>.</p><p>Thematics are how we separate classes, not unify them! ^^</p><p></p><p></p><p></p><p>I agree with you: class should be a thing you really are. Classes do exist in my gaming worlds.</p><p>Anyway, I think a nice mix of the two is nice. Classes don’t need all-exclusive powers, but differentiating the abilities they use a little bit is good. At least in my opinion.</p><p>Do not tie yourself too much to symmetry, though. It gets really painful if you insist.</p><p></p><p></p><p></p><p>All of my ideas for creating bards and clerics of different faiths fall under what people may call “class bloat”, so I’m not really sure if they would be of useful, but…</p><p>I just don’t think every class should be able to fill every role, even if this only applies to core four classes. That’s something I see people doing while making “quasi-clones” of 4e, but it bugs me.</p><p>I’m facing the same problem in my games: how to differentiate between arcane magic and divine magic. I’m inclined to use the “black magic vs white magic” approach, also due to my affinity for Final Fantasy. However, exceptions of the common rule may exist. As long as they feel very different from just copying the other field, and are very sporadic instead of commonplace, things are fine.</p><p>The problem with some D&D classes, such as the Bard and the Cleric, is just that people want them to do so many different things and have so many different play-styles available. It is hard to do that without overgeneralizing the class to the ground, and I chose to just get away of that route.</p></blockquote><p></p>
[QUOTE="Igwilly, post: 7233389, member: 6801225"] True, you could say that. However, you also can say that to every class outside the core four – and I’m being really kind here. If you don’t [I]want[/I] two dozen classes, it’s fine. However, many with this notion seem to think classes are about what we [I]need[/I], but they are about what we [I]want[/I]. Thematics are how we separate classes, not unify them! ^^ I agree with you: class should be a thing you really are. Classes do exist in my gaming worlds. Anyway, I think a nice mix of the two is nice. Classes don’t need all-exclusive powers, but differentiating the abilities they use a little bit is good. At least in my opinion. Do not tie yourself too much to symmetry, though. It gets really painful if you insist. All of my ideas for creating bards and clerics of different faiths fall under what people may call “class bloat”, so I’m not really sure if they would be of useful, but… I just don’t think every class should be able to fill every role, even if this only applies to core four classes. That’s something I see people doing while making “quasi-clones” of 4e, but it bugs me. I’m facing the same problem in my games: how to differentiate between arcane magic and divine magic. I’m inclined to use the “black magic vs white magic” approach, also due to my affinity for Final Fantasy. However, exceptions of the common rule may exist. As long as they feel very different from just copying the other field, and are very sporadic instead of commonplace, things are fine. The problem with some D&D classes, such as the Bard and the Cleric, is just that people want them to do so many different things and have so many different play-styles available. It is hard to do that without overgeneralizing the class to the ground, and I chose to just get away of that route. [/QUOTE]
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