TwoSix
Everyone's literal second-favorite poster
There are dozens of us! Dozens!I would be on board with this.
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There are dozens of us! Dozens!I would be on board with this.
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A lot of the problem comes from the fact that historically at design these problems were poorly considered. For example, the rogue is very tacked on to AD&D because AD&D lacked a unified skill system. Warlords in turn are tacked on because leadership or tactical ability was not considered in the 3e attempt at a unified skill system and well written feats to support "I'm a battlefield leader" weren't considered. So when the 4e warlord showed up, it was paradigm changing for people, but only because of the former silence on the concept. But it's just as tacked on and problematic as the 1e thief. And so forth.
I say as much in what you quote.the priest works of principles of conviction and understanding compare to an arcane caster is all in on intellect and rational processes.
no idea how their druids work for that matter.
Different show.There are dozens of us! Dozens!
it could be interesting but would take player buy in to work.That's me, I lean into controversy!
My advocacy (for D&D, specifically) is for a concept that's not really discussed (or I've not stumbled across it); robust character creation options prior to game start, followed by somewhat randomized, "roguelike" progression triggered by in-narrative discoveries.
Since I'm basically arguing for "neotrad in the front, OSR in the back", my advocacy is doomed to fail.![]()
the difference between a warlord and fighter is between a general and the guy you send in for combat by champion.I am not really sure how that is a rebuttal. "Leader of men in battle" is entirely within the province of the fighter. If you think Conan the Barbarian is a barbarian and not a fighter, then you neither have a clear understanding of "barbarian" or "fighter". Neither Warlord nor Fighter have a "mechanical purpose". The purpose of mechanics is to empower you to play a character. The character doesn't exist to serve the mechanics.
I refuse to accept the argument "Fighters are meant to be narrow in ability. They are only supposed to be good at hitting things with sharped sticks". For one thing, it's horrible for balance as it's a major contributor to only spellcasters being worth playing past a certain level, or the idea that to balance fighters with spellcasters we have to make the spellcasters.
A warlord is just a fighter that focus some of their martial prowess on leadership and tactical skill. That's not even really a matter of debate. That's just what they are. If you have to make them some separate class it's because you've poorly implemented support for leadership and tactical skill in your core system and now you're tacking those ideas on as an afterthought.
I think you could in fact make a strong argument that the rogue class shouldn't exist because it is just a sneaky skillful fighter. In fact, this is a very common position by people who think introducing the "thief" class was a mistake. I don't in fact do so, primarily because I don't know how in D&D to make a pure skill monkey class well balanced despite a lot of time thinking about it, but I do understand the argument. I think of the Rogue as a compromise class there you are taking a skill monkey class and giving it a combat shtick/silo that while it is difficult or impossible to justify in fiction, is an acceptable compromise given most people are so accepting of the "thief" as a core class at this point they probably won't question it and it does then allow playing a skill monkey. But I'm not about to argue that having a Rogue is a requirement, just that removing it is hard.
I don't understand this at all. Mechanical variety for its own sake is just silly. What you want is character concept variety that has mechanical support.
you can have a god of anything, I was describing the wow class.No. You can perfectly well have a priest of the god of rational thought.
The difference between a priest and a wizard is what the source of the spells are - external power or internal power. The priest is acting as a servant to some external power that grants them spells to use in furtherance of the external power's goals. The D&D wizard as it's been come to be understood studies natural process to try to master them and uses their intellect and refined mental prowess and willpower and knowledge to create seemingly supernatural events.
Druid really shouldn't even be a class. It's too narrow and too confining and carries to much secondary baggage. The obvious proof of that is druids historically were confined to one small area of the world, and though we can't say much about them because the historical record is so thin, we can say that we shouldn't have a base class with such a narrow costume. The actual class is Shaman, which is a class about halfway between priest and wizard in its conception and represents animistic or occult magic where you make bargains or pacts with magical beings and use spells to command them. So you have external power, but lack the priestly concept of service to that external power.
if i were merging barb with anything i'd personally do it with druid, maybe a bit of a weird pick but barb's already got a good bit of the primal-y stuff going on, implement rage as a different use for wildshape charges, and the 'can't cast spells while raging' aspect of rage would actually provide an interesting decision point for a class that actually has, and has uses for, their spell slotsnow I believe barbarian can be fused with fighter
the four are the classics but I do not see why we should be shackled to the classics?
I'm basing this off the gw2 mmo, where there were lots of choices, specializations, support abilities, and each weapon brought a suite of 5 different abilities per weapon.When I look at systems that do fewer classes well (Stars without Number) they tend to enable a lot of concepts within those 3 classes (hybrids between them) and by having more choices and flexible subsystems than 5e.
well, that's not how I've seen any game do things, not even dnd, so gonna disagree with ya.*Side note - weapon options seems like the worst differentiator possible for something that mostly should be a flavor choice IMO.
define the ground then, please?Because they cover basically all the ground that I can see needs covering, is why they’re my own preference. Which is all I was stating, btw.
And fyi, I’m not “shackled to the classics” in any way whatsoever - I played and ran 3e for years, just for a start, and that should tell you something about my tolerance for “non-classic” stuff - nor do I think anyone else should be.. I mean, unless they want to be, of course.
The bitter irony is even for people who feel the Classic Four is the proper number of classes, they themselves are arbitrary...Which is why I find almost every attempt to boil down the class list futile. Because any attempt to merge or remove classes will inevitably result in dozens of people reinventing them.
I don't understand the question and I won't respond to it.Different show.