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<blockquote data-quote="Sadrik" data-source="post: 5088508" data-attributes="member: 14506"><p>I am begining to also really warm to the idea of the bard as a mentalist. In the computer game "guild wars" they do something like that. They are called mesmers, in that game they focus on debuffing their opponents using illusion, domination and inspiration. </p><p></p><p>To institute the mentalist idea you would have to look at the bard's spell list and make them more bent toward psion/telepath like "powers". Create a core list of "powers" out of the spell list. Then make a couple of "domains" of spells that offer a way to specialize. Perhaps splitting them into entertainer/body control/telekinesis. Also, again in this situation I would move the bardic music class features to the spell list. I might also develop a very simple power point system for the class, to give them a distinct feel and it would sort of go along with their bardic music uses.</p><p></p><p>If I am going to revise I want every class to be on firm mechanical footing and have a broad base in regard to role and fitting in culturally into a setting. From a sci-fi setting (dragonstar) all the way to primitive setting (don't know) and from asia to europe to any cultural setting have classes fit in. Anyway, this mentalist-like bard is a class I could get excited about.</p><p></p><p></p><p>In general, I think making the spell casters have less class features and a diverse spell selection. So the druid could lose many of their class features as they are the caster with the most...</p><p></p><p>Think jedi and it will show you the way...</p><p></p><p>It is true they only have a few class features that are truly wilderness/nature oriented. The biggest offender is their spell list. In my own house rules I give them some sneak attack and some bonus feats in place of their spell list. I am not sure I want to do that when making this revision. I would really like to see multi-classing into rogue to get the sneak attack class feature.</p><p></p><p>I guess this gets into the rogue a bit because what is a rogue and what is a ranger? How do they differ? Mechanically in a fight are they conceptually filling the same niche? So what features should a ranger/hunter be good at. They should focus on being a demon-hunter, witch-hunter, undead hunter etc. Pretty much like they are now except the favored enemy categories could be larger. They could gain other class features to help out in that regard? Lol, this idea feel like it is treading into paladin territory too.</p><p></p><p>Is a ranger just a fighter/rogue?</p><p></p><p>Yeah I like this, however, does this tread into monk mechanical territory?</p><p></p><p>They really don't need much change other than just giving each domain a "divine feat" like ability.</p><p></p><p>The monk damage bonus is very clean and it works very well with monster monks because a ghoul with level 4 monk attached can become pretty nast with a claw/claw/bite routine...</p><p></p><p>The ranger and the paladin really feel like multi-classed characters in a can. fighter/cleric and fighter/rogue. Both need some very interesting mechanics to hold water and make them exciting so that players will want the class. I think the best thing could be to combine them into one class called the hunter. Give them the smite ability and favored enemy and make them smart leadery warriors who are very aware of their surrounding and hunt monsters. This would make them pretty strong and give them some mechanical footing. Multiclass the hunter into cleric and you get a paladin and multiclass them into rogue and you get a ranger.</p><p></p><p>Kerrick, your paladin is better than the RAW.</p></blockquote><p></p>
[QUOTE="Sadrik, post: 5088508, member: 14506"] I am begining to also really warm to the idea of the bard as a mentalist. In the computer game "guild wars" they do something like that. They are called mesmers, in that game they focus on debuffing their opponents using illusion, domination and inspiration. To institute the mentalist idea you would have to look at the bard's spell list and make them more bent toward psion/telepath like "powers". Create a core list of "powers" out of the spell list. Then make a couple of "domains" of spells that offer a way to specialize. Perhaps splitting them into entertainer/body control/telekinesis. Also, again in this situation I would move the bardic music class features to the spell list. I might also develop a very simple power point system for the class, to give them a distinct feel and it would sort of go along with their bardic music uses. If I am going to revise I want every class to be on firm mechanical footing and have a broad base in regard to role and fitting in culturally into a setting. From a sci-fi setting (dragonstar) all the way to primitive setting (don't know) and from asia to europe to any cultural setting have classes fit in. Anyway, this mentalist-like bard is a class I could get excited about. In general, I think making the spell casters have less class features and a diverse spell selection. So the druid could lose many of their class features as they are the caster with the most... Think jedi and it will show you the way... It is true they only have a few class features that are truly wilderness/nature oriented. The biggest offender is their spell list. In my own house rules I give them some sneak attack and some bonus feats in place of their spell list. I am not sure I want to do that when making this revision. I would really like to see multi-classing into rogue to get the sneak attack class feature. I guess this gets into the rogue a bit because what is a rogue and what is a ranger? How do they differ? Mechanically in a fight are they conceptually filling the same niche? So what features should a ranger/hunter be good at. They should focus on being a demon-hunter, witch-hunter, undead hunter etc. Pretty much like they are now except the favored enemy categories could be larger. They could gain other class features to help out in that regard? Lol, this idea feel like it is treading into paladin territory too. Is a ranger just a fighter/rogue? Yeah I like this, however, does this tread into monk mechanical territory? They really don't need much change other than just giving each domain a "divine feat" like ability. The monk damage bonus is very clean and it works very well with monster monks because a ghoul with level 4 monk attached can become pretty nast with a claw/claw/bite routine... The ranger and the paladin really feel like multi-classed characters in a can. fighter/cleric and fighter/rogue. Both need some very interesting mechanics to hold water and make them exciting so that players will want the class. I think the best thing could be to combine them into one class called the hunter. Give them the smite ability and favored enemy and make them smart leadery warriors who are very aware of their surrounding and hunt monsters. This would make them pretty strong and give them some mechanical footing. Multiclass the hunter into cleric and you get a paladin and multiclass them into rogue and you get a ranger. Kerrick, your paladin is better than the RAW. [/QUOTE]
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