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Whats the deal with rogues anyway?
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<blockquote data-quote="ExploderWizard" data-source="post: 4735881" data-attributes="member: 66434"><p>Yup. You certainly could do it that way.<img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /> I am going with 3 vs 2 because I want a bigger divide in magic between arcane and divine. All arcane sub-classes will fall under the magic user class and all divine sub-classes will belong to the cleric class.</p><p> </p><p>One reason for this type of organization is to limit multiclass sampling silliness. With only 3 actual classes in play, a given character can only have three classes: one type each of fighter, magic user, and cleric. It will still leave plenty of room for choice beccause each class will have a number of subclass options to choose from. From a rules/balance standpoint it saves a lot of headaches because the various abilities of all the subclasses will never be known by a single character. </p><p> </p><p>For example, if a character starts out as a fighter and wants to multiclass then the options are either a type of magic user or cleric. Yet another style of fighter is not an option because that wouldn't be a different class. </p><p>This is why the number of actual separate classes needs to be low and I inquired about rogues in the first place.<img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p> </p><p></p><p> </p><p>We have a lot of the same concerns <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /> I do plan on making the non-combat thief skill set available to any character. It will not be "free" by any means. A character that wants to be a great thief has to use up thier primary skill slot at 1st level for it instead of another one such as ranger, or diplomat.</p><p> </p><p>It's the combat abilities that are tougher to work out. The insistance of round by round combat effectiveness ended up giving the rogue abilities that didn't make sense from a simulationist viewpoint. Abilities like hide in plain sight and gaining huge advantages from something like flanking are the main reasons I decided to drop the class for my project. Rogue style combat tactics can easily be worked in as a particular style of fighter without having to make large damage spikes the only implementation. </p><p>The ability to gain extra damage from a "backstab" type of attack will be available to any character that is able to attack an unaware target.</p><p> </p><p>As far as banning certain magic goes I don't think it will be necessary. It was never a problem for us prior to 3E and the availability of dime store scrolls and wands. Magical shortcuts to thief skills will be rare and/or expensive. </p><p> </p><p> </p><p></p><p> </p><p>I know these were completely separate classes in every way. My point was that they do not actually <em>have </em>to be that way. Turning these types of class abilities into paths for each of the three classes actually will reduce the number of classes which is one of my goals.</p></blockquote><p></p>
[QUOTE="ExploderWizard, post: 4735881, member: 66434"] Yup. You certainly could do it that way.:) I am going with 3 vs 2 because I want a bigger divide in magic between arcane and divine. All arcane sub-classes will fall under the magic user class and all divine sub-classes will belong to the cleric class. One reason for this type of organization is to limit multiclass sampling silliness. With only 3 actual classes in play, a given character can only have three classes: one type each of fighter, magic user, and cleric. It will still leave plenty of room for choice beccause each class will have a number of subclass options to choose from. From a rules/balance standpoint it saves a lot of headaches because the various abilities of all the subclasses will never be known by a single character. For example, if a character starts out as a fighter and wants to multiclass then the options are either a type of magic user or cleric. Yet another style of fighter is not an option because that wouldn't be a different class. This is why the number of actual separate classes needs to be low and I inquired about rogues in the first place.:) We have a lot of the same concerns :) I do plan on making the non-combat thief skill set available to any character. It will not be "free" by any means. A character that wants to be a great thief has to use up thier primary skill slot at 1st level for it instead of another one such as ranger, or diplomat. It's the combat abilities that are tougher to work out. The insistance of round by round combat effectiveness ended up giving the rogue abilities that didn't make sense from a simulationist viewpoint. Abilities like hide in plain sight and gaining huge advantages from something like flanking are the main reasons I decided to drop the class for my project. Rogue style combat tactics can easily be worked in as a particular style of fighter without having to make large damage spikes the only implementation. The ability to gain extra damage from a "backstab" type of attack will be available to any character that is able to attack an unaware target. As far as banning certain magic goes I don't think it will be necessary. It was never a problem for us prior to 3E and the availability of dime store scrolls and wands. Magical shortcuts to thief skills will be rare and/or expensive. I know these were completely separate classes in every way. My point was that they do not actually [I]have [/I]to be that way. Turning these types of class abilities into paths for each of the three classes actually will reduce the number of classes which is one of my goals. [/QUOTE]
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