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The Cleric, The Paladin, and Multisysteming

I certainly don't mind multiple classes being able to cast things like Cure Light Wounds, or Haste, or Dimension Door. With those classes being the Cleric, Druid, Bard, Wizard and Sorcerer each having access to at least one of those. So I wouldn't mind it if a Fighter, Paladin and Warlord got access to something like "Covering Attack", a Fighter, Ranger and Rogue could use a "Sweeping Attack" and so on.
 

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Tovec

Explorer
Choices are pointless if they're not viable. Combat maneuvers are on the whole, not viable choices instead of simply hitting things.

Stances? Those are viable choices.

Maneuvers(like in Bo9S) are viable.

Simple combat maneuvers like trip and disarm? Not viable. Especially not as standard actions.


In 99.9% of all adventures I've taken place in, there has never been enough space to make mounted combat worthwhile. Your horse doesn't fit in a dungeon, it's a big, fat target, and yeah... Mounted combat is a cool feature that anyone should be able to train into, but it's a pretty suck class feature.

Clearly we are not going to agree about most things here. I have huge issues with everything Bo9S because it is unbalancing in large quantities and too odd in small. I don't find maneuvers or stances to make sense from a reality standpoint and have since disallowed use of the book in my games. I say this while asserting that 3.5/PF is by far my preferred system.

99.9% of your games may take place in a dungeon but 99.8% of mine take place outside of it. In those circumstances, where the party may have to travel for a day, or are involve in large open battles, or are fighting in a castle where speed may be an issue, or in countless other scenarios, having a horse or mount is cool and exciting. Unfortunately the rules do not reflect this and make mounted combat too difficult. Luckily real life warriors never had to use the mounted combat rules or else cavalry would be entirely useless in warfare.

I DO agree that a horse is not a good class feature, as I would love to see rules applicable to anyone who looks into them, not just as a class feature. But beyond that I really have few ideas on what to do with the fighter that hasn't already been discussed.
 

S

Sunseeker

Guest
Clearly we are not going to agree about most things here. I have huge issues with everything Bo9S because it is unbalancing in large quantities and too odd in small. I don't find maneuvers or stances to make sense from a reality standpoint and have since disallowed use of the book in my games. I say this while asserting that 3.5/PF is by far my preferred system.
BO9S is only unbalancing if you don't want your martial classes to be able to compete at higher levels. And I was actually referencing 4e's Slayer/Knight stances, sorry I didn't clarify. It's unfair and frankly plain silly to argue that martial classes should be bound by reality while caster classes should not. And it's not like the stances or Bo9S maneuvers were very powerful anyway.

99.9% of your games may take place in a dungeon but 99.8% of mine take place outside of it. In those circumstances, where the party may have to travel for a day, or are involve in large open battles, or are fighting in a castle where speed may be an issue, or in countless other scenarios, having a horse or mount is cool and exciting. Unfortunately the rules do not reflect this and make mounted combat too difficult. Luckily real life warriors never had to use the mounted combat rules or else cavalry would be entirely useless in warfare.
Sure, we mounted up for traveling, but we didn't fight on horseback, which is really difficult. It mostly involves a lot of charging and hitting on the move. Sitting on the back of a horse standing still isn't much of a benefit.

I DO agree that a horse is not a good class feature, as I would love to see rules applicable to anyone who looks into them, not just as a class feature. But beyond that I really have few ideas on what to do with the fighter that hasn't already been discussed.
I still stand my ground on that nothing really needs to be "done" with the fighter, aside from some minor improvements. The fighter serves two purposes as the Essentials slayer demonstrates, damage, and defense. The fighter should be the best class when it comes to martial weapons and hitting things with them. The fighter should be a good choice(not necessarily the best) when it comes to having high AC, high health, and protecting your allies.

The most the fighter needs is a few tweaks. The reason these don't seem like enough if because we're still comparing it to completely unfettered casters. It's casters that need to come down a notch in order to balance the fighter.
 

Eldritch_Lord

Adventurer
They're almost there, they just need to get rid of the cleric.

I agree with True20 that there are only three major divisions in D&D - fight guy, skill guy and magic guy. D&D Next seems to agree that the rogue is the skill guy, and the fighter is the fight guy. The cleric then should just be a combo of fight guy and magic guy.

The idea that the cleric is extraneous is new to 3e/4e. In the BECMI/AD&D days, when wizards were more fragile and rogues almost never pulled their backstab off, there was a much clearer distinction between clerics and magic-users. Clerics had much fewer offensive spells, unless they were 2e specialty priests in which case they likely only had offensive spells, but in either case they were more combat-focused casters, either slaying enemies or healing allies while safely ensconced in their heavy armor. Wizards, meanwhile, couldn't really take a hit, but had all of the handy utility magic to survive dungeoneering and/or ward a sanctum. Fighters were the kings of combat, and thieves were the only ones with nonmagical utility but got that at the exchange of most of their combat power.

So "fighter, rogue, wizard, cleric" really boiled down to "nonmagic combat class, nonmagic noncombat class, magic combat class, magic noncombat class." Sure, clerics had some downtime spells and wizard blasted, just like fighters had some noncombat utility and thieves had backstab, but really, if you wanted to survive combat you brought a fighter and a cleric, and if you wanted to get through the dungeon alive you brought a thief and a magic-user. Nowadays the lines have blurred, of course, but I'd favor a move back to more distinct arcane and divine magic. A magic/nonmagic split between Magic-User and Expert classes makes sense, the above 4-way split between fighter/wizard/rogue/cleric makes sense, but a nonmagic/nonmagic/magic split is just plain inelegant and gives the wizard too much.

Well it's kind of back to closer to how things were to start with I'd say... Some classes are just sub classes.

I agree with you though... What the heck IS the difference between a paladin and a multiclass fighter/cleric?

Guess we'd have to see what the multiclass rules look like.

To use an example most here are probably familiar with, the difference between a cleric/fighter and a paladin is Mass Effect.

That probably didn't make sense; let me explain. People who have played Mass Effect know that there are three basic "power sources" in the ME games: tech, biotics, and neither explosives. ;) You have three pure classes (Engineer, Adept, and Soldier, respectively) and three hybrid classes (T/B = Sentinel, B/E = Vanguard, T/E = Infiltrator). Each class shares roughly 1/3 its powers with the two classes on either "side" (e.g. ME3 Adepts share Warp and Throw with Sentinel and Shockwave and Pull with Vanguard). So what makes a Vanguard different from an Adept plus a Soldier?

Unique powers. ME3 Vanguards have Biotic Charge and Nova, two powers which no other class has and which encourage drastically different playstyles, while the Adept has Stasis and Singularity and the Soldier has Adrenaline Rush and Concussive Shot. A Throw is a Throw is a Throw is a Throw, but a Stasis + Throw is not a Throw + Charge. Each class has two powers (plus base stat boosts, different equipment bonuses, etc. etc. etc.) that separate it from other classes, yet it is those two powers that make all the difference.

So you could have a paladin cast cleric spells and use fighter feats and still have it play differently from a cleric/fighter. You can fold it into a cleric/fighter, but you don't have to, and if you did you'd lose out on what makes the paladin unique. Specifically, its benefits against evil creatures and its resistance to harm--paladins are better than (and different from) fighters when fighting evil creatures and have better (and different) self-buffs than clerics--make it worthwhile to keep as a separate class.

Hoping Def Con 1 is right. I actually DO want to see common ability pools shared between classes rather than the nutso power proliferation of 4E. I just want to see the pally get something unique and substantial, and I don't want it to get forced into feeling like a mini-cleric.

This article (in isolation) doesn't give me the confidence that they are thinking deeply about what the non "big four" classes, and that's a shame.

The class-specific 4e power lists were a mistake, I feel. Multiclassing made it too easy to cherry-pick specific powers, powers were too redundant and same-y, and so forth. What would have been better instead would have been a list of generic powers everyone could take, a list of powers by power source, a list of powers by role, and a list of "specific" powers, with each class having unique class features and granting access to some of those.

A paladin might be a class with access to the defender, divine, and Channel Divinity power lists; druids, fighters, and wizards would all have access to the simple weapon powers on the Weapon Specialization power list; a fighter would use a power differently than a ranger or rogue due to his class features; and so forth.

Tovec said:
Clearly we are not going to agree about most things here. I have huge issues with everything Bo9S because it is unbalancing in large quantities and too odd in small. I don't find maneuvers or stances to make sense from a reality standpoint and have since disallowed use of the book in my games. I say this while asserting that 3.5/PF is by far my preferred system.

While I don't want to rehash the usual ToB debate here, let me just state for the record that ToB is only unbalancing if you think the monk, fighter, and paladin are balanced (they aren't), it's only too odd if you think named maneuvers are an Eastern thing (German fencing styles had named maneuvers too), and the only quasi-magical maneuvers in the book belong to the class meant to replace the already quasi-magical monk.
 

JRRNeiklot

First Post
In the BECMI/AD&D days, when wizards were more fragile and rogues almost never pulled their backstab off...

If the AD&D surprise rules were used as intended, the thief got his backstab quite often, and could put out up to 70 points of damage at FIRST level with no strength bonus. Especially if he was an elf or halfling.
 
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Back in 3.5e I think the greatest example of a class that was a "hybrid" class was the Psychic Warrior, it certainly was something in between the Fighter and the Psion, but it definitely felt unique to either of those classes. Though it did suffer too much from being one that depended on self-buffs. You could say the Bard was maybe a Rogue and Wizard hybrid, though allegations of it's weakness aside, it certainly had it's own unique space.

While many of the 4e classes all had powers that were very similar to other class powers, I'd say that each one had maybe a few that stood out more than others among their own powers (especially the ones used for abusive combos and tactics).

Though one thing I think that should happen is that any class that does get spells shouldn't get limited level spells/maneuvers/whatever like only up to level 4 or 6. I think they should all get level 9 or whatever the upper limit is for their, spells. It's just that rather than having a high level Paladin get Clerics spells like Gate or Implosion, or something like "Death Blow" which Fighters would get, they should get spells like Wrathful Smite of Doom.
 

Eldritch_Lord

Adventurer
If the AD&D surprise rules were used as intended, the thief got his backstab quite often, and could put out up to 70 points of damage at FIRST level with no strength bonus. Especially if he was an elf or halfling.

In surprise rounds, yes, but once you get past those segments it didn't come up as often during combat itself. Compared to 3e, at least, backstabbing was quite rare, which is the point I was trying to make.
 


Kynn

Adventurer
If the AD&D surprise rules were used as intended, the thief got his backstab quite often, and could put out up to 70 points of damage at FIRST level with no strength bonus. Especially if he was an elf or halfling.

This is a side issue, but ... how?
 

JRRNeiklot

First Post
This is a side issue, but ... how?

A thief dual wielding a long sword and handaxe with maximum surprise - I.E, the party rolls a 6, the bad guys a 1 - gets 5 segments of surprise. He's entitled to his full attacks per segment of surprise. So he'd attack twice per segment or 1d8x5 + 1d6x5. All these attacks at +4 from behind negating shield and dex bonuses to ac. If he's an elf or halfling, attacking either alone or with only elves/halflings he'll have a 90% chance of surprise. Outside of surprise, he really shouldn't bother trying to backstab until higher levels, as he'll waste at least a round getting into position and his hide/ms is rather low during the early levels.
 

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