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2 Pair and an Ace
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<blockquote data-quote="Primitive Screwhead" data-source="post: 6013589" data-attributes="member: 20805"><p>I agree that trimming the list down too far goes against the spirit of DnD, a class and level based game.</p><p></p><p> Define the Ace class as 'significantly unique concept/archtype, the backgrounds as broad categories, and specialties as what tools do you prefer, then add in schemes as a 'how do you approach things'.</p><p></p><p>Then when considering creating a new class, which may result in rules bloat and unforeseen synergies, you can walk through some basic checks:</p><p></p><p>Is this concept significantly different from existing classes?</p><p> If so, move ahead with new class.</p><p></p><p>If not, is this concept a broad category, a focus on tools used, or methods?</p><p> Based on the answer build it in as a background, specialty, or scheme.</p><p></p><p>What this allows is for the blade-singer, sword-mage, martial bards, and F/MU 'classes' all occupying the same mechanical space.</p><p></p><p> Advantages:</p><p> - limit scope of character generation can alter the 'feel' of the game</p><p> - assuming backgrounds, specialties, and schemes broaden character options instead of create depth.. players in the same game could play with characters built with differing levels of scope.</p><p> - multi-classing is handled readily by use of the backgrounds, specialties, and schemes</p><p> - more character concepts supported with less page count</p><p> - character generation easier to automate</p><p></p><p>Disadvantages:</p><p> - fluff is less tied to classes so someone wanting to play a 'true' blade-singer has to explain why his character is a blade-singer instead of a sword mage</p><p> - manual generation of characters is increasingly difficult as players need higher system mastery and access to more page counts to build their concept. This can be offset by setting guide books having 'preset' builds laid out. 'Blade Singer = Fighter with high-elven defender background, arcane weaponry specialty, and the 'combat dancer' scheme'</p><p> {or, leaning over the edge of insanity here, have collectable 'cards'...talk about randomly generating a character!}</p></blockquote><p></p>
[QUOTE="Primitive Screwhead, post: 6013589, member: 20805"] I agree that trimming the list down too far goes against the spirit of DnD, a class and level based game. Define the Ace class as 'significantly unique concept/archtype, the backgrounds as broad categories, and specialties as what tools do you prefer, then add in schemes as a 'how do you approach things'. Then when considering creating a new class, which may result in rules bloat and unforeseen synergies, you can walk through some basic checks: Is this concept significantly different from existing classes? If so, move ahead with new class. If not, is this concept a broad category, a focus on tools used, or methods? Based on the answer build it in as a background, specialty, or scheme. What this allows is for the blade-singer, sword-mage, martial bards, and F/MU 'classes' all occupying the same mechanical space. Advantages: - limit scope of character generation can alter the 'feel' of the game - assuming backgrounds, specialties, and schemes broaden character options instead of create depth.. players in the same game could play with characters built with differing levels of scope. - multi-classing is handled readily by use of the backgrounds, specialties, and schemes - more character concepts supported with less page count - character generation easier to automate Disadvantages: - fluff is less tied to classes so someone wanting to play a 'true' blade-singer has to explain why his character is a blade-singer instead of a sword mage - manual generation of characters is increasingly difficult as players need higher system mastery and access to more page counts to build their concept. This can be offset by setting guide books having 'preset' builds laid out. 'Blade Singer = Fighter with high-elven defender background, arcane weaponry specialty, and the 'combat dancer' scheme' {or, leaning over the edge of insanity here, have collectable 'cards'...talk about randomly generating a character!} [/QUOTE]
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