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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
3.5 Best classes.
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<blockquote data-quote="VariSami" data-source="post: 6090585" data-attributes="member: 6698543"><p>Having finished an exam on social justice a quarter-hour ago I would recommend Brian Barry's "Why Social Justice Matters" to Evenglare, possibly "Disadvantage" by Wolff & De-Shalit as well. But that would be dragging politics to a discussion about a geeky table-top game.</p><p></p><p>On the matter actually at hand... I've actually attended a game in which one player was a specialist Conjurer made to be the best teleporter and battlefield-controller the player could manage, a Hellfire Warlock with a Binder tip for Naberius and a Dread Necromancer/Anima Mage (my character) that controlled an Awakened Hydra Zombie (10 heads, methinks), 3 Awakened Dire Tiger Skeletons and an Awakened Pegasus Zombie. This was at level 11.</p><p></p><p>So, in that particular game we all played casters, somewhat optimized even (although only the Wizard was Tier 1). We gained control over a small island and began building a nation. On average, fighters at this level learn how to smash a rock in two with their heads (in other words, their STR Mod rises). It was fun - but it was also a very special campaign. Had it been about nothing besides traditional dungeon hack, Fighters and such could have found a niche for themselves. They are good at certain things (although, see my thread "Monster Manuals, WTH?") and as such, can be enjoyable to play. However, enjoyability is relative to the type of campaign. I'm sure that if any of us would have opted for an average Fighter in that campaign's that stage, he would have felt left out. On average, though, he would have been golden (unless the campaign focused on anything but combat and actual RPG'ing).</p></blockquote><p></p>
[QUOTE="VariSami, post: 6090585, member: 6698543"] Having finished an exam on social justice a quarter-hour ago I would recommend Brian Barry's "Why Social Justice Matters" to Evenglare, possibly "Disadvantage" by Wolff & De-Shalit as well. But that would be dragging politics to a discussion about a geeky table-top game. On the matter actually at hand... I've actually attended a game in which one player was a specialist Conjurer made to be the best teleporter and battlefield-controller the player could manage, a Hellfire Warlock with a Binder tip for Naberius and a Dread Necromancer/Anima Mage (my character) that controlled an Awakened Hydra Zombie (10 heads, methinks), 3 Awakened Dire Tiger Skeletons and an Awakened Pegasus Zombie. This was at level 11. So, in that particular game we all played casters, somewhat optimized even (although only the Wizard was Tier 1). We gained control over a small island and began building a nation. On average, fighters at this level learn how to smash a rock in two with their heads (in other words, their STR Mod rises). It was fun - but it was also a very special campaign. Had it been about nothing besides traditional dungeon hack, Fighters and such could have found a niche for themselves. They are good at certain things (although, see my thread "Monster Manuals, WTH?") and as such, can be enjoyable to play. However, enjoyability is relative to the type of campaign. I'm sure that if any of us would have opted for an average Fighter in that campaign's that stage, he would have felt left out. On average, though, he would have been golden (unless the campaign focused on anything but combat and actual RPG'ing). [/QUOTE]
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