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Whats the deal with rogues anyway?
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<blockquote data-quote="ExploderWizard" data-source="post: 4738701" data-attributes="member: 66434"><p>Not quite. Skills are outside the scope of class/specialty and will be available to all classes equally. The fighter types I have right now are:</p><p> </p><p>1) Heavy Armor (Knight) =Defensive specialist</p><p>2) Light/No Armor (Swashbuckler)= Rogue type</p><p>3) Med?Light Armor (Berserker)= Barbarian type</p><p>4) Any Armor (Markman)= Missile weapon specialist</p><p> </p><p>All classes have the same options to choose from with regard to skills. Each character chooses which skill sets to be good/ok/better than nothing at.</p><p>Weapon training benefits are class dependent. All fighter types have the most training slots, followed by cleric, then magic user. </p><p> </p><p>To make a typical ranger you would create a fighter (marksman), spend weapon training slots on the bow, and take ranger as the primary set of job skills. For a melee ranger you could use a swashbuckler as the basic type. I'm still working on things and debating other types. </p><p> </p><p>For a classic rogue you could start with a swashbuckler and train as a thief for primary skills. This way you won't be penalized in combat for choosing a non-combat skill specialty and you can function fully as a swashbuckler fighter even if you chose a different skill set.</p><p> </p><p>All fighter types will have basic training in all armors, and a large variety of weapons, and can put on plate and weild heavy weapons when the need arises. They will also all have the same range of hit points and no warrior has to suffer from glass jaw syndrome. </p><p> </p><p>The non-combat niche will not be restricted by class, only by player choice. Raw ability scores will determine where the most talent lies, but the player gets to choose what to focus on.<img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="ExploderWizard, post: 4738701, member: 66434"] Not quite. Skills are outside the scope of class/specialty and will be available to all classes equally. The fighter types I have right now are: 1) Heavy Armor (Knight) =Defensive specialist 2) Light/No Armor (Swashbuckler)= Rogue type 3) Med?Light Armor (Berserker)= Barbarian type 4) Any Armor (Markman)= Missile weapon specialist All classes have the same options to choose from with regard to skills. Each character chooses which skill sets to be good/ok/better than nothing at. Weapon training benefits are class dependent. All fighter types have the most training slots, followed by cleric, then magic user. To make a typical ranger you would create a fighter (marksman), spend weapon training slots on the bow, and take ranger as the primary set of job skills. For a melee ranger you could use a swashbuckler as the basic type. I'm still working on things and debating other types. For a classic rogue you could start with a swashbuckler and train as a thief for primary skills. This way you won't be penalized in combat for choosing a non-combat skill specialty and you can function fully as a swashbuckler fighter even if you chose a different skill set. All fighter types will have basic training in all armors, and a large variety of weapons, and can put on plate and weild heavy weapons when the need arises. They will also all have the same range of hit points and no warrior has to suffer from glass jaw syndrome. The non-combat niche will not be restricted by class, only by player choice. Raw ability scores will determine where the most talent lies, but the player gets to choose what to focus on.:) [/QUOTE]
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