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<blockquote data-quote="dazzlerdal" data-source="post: 6670586" data-attributes="member: 6695391"><p>Pretty much finished the Combat section now.</p><p></p><p>Looking at Classes again and I'm wondering if I should take the simplification one step further.</p><p></p><p>I moved Monk and Barbarian out to a theme because they were more like a job or a person's background than a stereotypical grouping of adventurer. A barbarian is (ignoring the rage ability which not all barbarian people would have) really just a fighter that hasn't got access to expensive armours and shields (and so rely on light armour and bigger weapons. A bard is really just a rogue that can cast a few spells.</p><p></p><p>Using that logic, there are only really 3 types of classes: Rogue/Expert, Fighter, Prepared Magic User, and Spontaneous Magic User</p><p></p><p>So do I simplify it so that all the more complex classes (druid, cleric, wizard, ranger, bard, barbarian, monk) are merely just expanded themes for a base class. If so, what options should I give to the base class. I could use the base class to determine HD, spellcasting ability (caster level), and skills, then all options are from the themes.</p><p></p><p>The benefit is that when designing an NPC you use exactly the same base classes and process for creating an NPC as creating PCs (except that you wouldn't add a theme with all its complexities unless you wanted a major NPC).</p><p></p><p>The downside is that I either need to allow players to have multiple themes, or make the themes very broad and expansive to allow lots of customisation (so for instance a Wilderness Warrior theme that includes everything a ranger and druid can do, then a Holy Warrior theme that includes everything a paladin and cleric can do. Also there might be some problem with hybrid classes (i.e. if I had a ranger theme that did not have a caster level option then the player would need to pick a Magic User base class). Plus i'll also need to rewrite the Classes document, but it makes it simpler and smaller to deal with in the end.</p></blockquote><p></p>
[QUOTE="dazzlerdal, post: 6670586, member: 6695391"] Pretty much finished the Combat section now. Looking at Classes again and I'm wondering if I should take the simplification one step further. I moved Monk and Barbarian out to a theme because they were more like a job or a person's background than a stereotypical grouping of adventurer. A barbarian is (ignoring the rage ability which not all barbarian people would have) really just a fighter that hasn't got access to expensive armours and shields (and so rely on light armour and bigger weapons. A bard is really just a rogue that can cast a few spells. Using that logic, there are only really 3 types of classes: Rogue/Expert, Fighter, Prepared Magic User, and Spontaneous Magic User So do I simplify it so that all the more complex classes (druid, cleric, wizard, ranger, bard, barbarian, monk) are merely just expanded themes for a base class. If so, what options should I give to the base class. I could use the base class to determine HD, spellcasting ability (caster level), and skills, then all options are from the themes. The benefit is that when designing an NPC you use exactly the same base classes and process for creating an NPC as creating PCs (except that you wouldn't add a theme with all its complexities unless you wanted a major NPC). The downside is that I either need to allow players to have multiple themes, or make the themes very broad and expansive to allow lots of customisation (so for instance a Wilderness Warrior theme that includes everything a ranger and druid can do, then a Holy Warrior theme that includes everything a paladin and cleric can do. Also there might be some problem with hybrid classes (i.e. if I had a ranger theme that did not have a caster level option then the player would need to pick a Magic User base class). Plus i'll also need to rewrite the Classes document, but it makes it simpler and smaller to deal with in the end. [/QUOTE]
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