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[4.0]Would you like more or less classes in the next edition?
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<blockquote data-quote="RangerWickett" data-source="post: 1328640" data-attributes="member: 63"><p>I voted other, because I want to reduce the core classes to a very small number, but to still have lots of classes. Maybe it's because I just finished Final Fantasy X-2, but I think classes are one of the more fun aspects of the system. Before I get to the specific way I'd suggest implementing them, let me address the concern about the animezation of D&D.</p><p></p><p>Low level D&D is gritty heroes and average joes. High level D&D is superheroes.</p><p></p><p>Low-point GURPS is gritty heroes and average joes. High-point GURPS is superheroes.</p><p></p><p>What's the difference? Well, in GURPS, the GM is supposed to decide what sorts of powers are available, according to the genre of the game, and though you can gain more points for your character, it is very rare for someone to go from a 100 pointer to a 400 pointer in the same game. In D&D, the rules assume all fantasy worlds can actually <em>go</em> to 20th level. I think 4e should just say that high-level characters represent a different level of power completely, and GMs should be encouraged to determine the power level they and their players want, and then to plan the world and the story arc to match it. Because GURPS is even more generic than D&D, of course the GM has to decide what's appropriate; in D&D, though, often the GM just assumes he should use everything in the rulebooks, when you really don't have to if you don't want to.</p><p></p><p><strong>Class Revisions:</strong></p><p>I'd like to divide character classes into Core classes, Advanced classes, and Prestige classes. The core classes are very simple and diverse; the advanced classes handle more specialized activities (and you can get into them after 3rd level); finally, Prestige classes. The Core classes get a bonus feats or a talent at every level. The talents let you get cool class things, like proficiency in all martial weapons, the ability to summon familiars, or skill mastery; the bonus feats are limited to a specific list of generally weaker feats, like save bonuses or skill bonuses.</p><p></p><p>There are three Core classes, covering the most basic things people do in fantasy stories. Warriors, magicians, and thinkers. So we have the Fighter class, who hurts things. We also have the Mage, which covers all forms of spellcasting you want (primarily on-the-fly casting). And finally we have the Expert, who is our skills guy. I thought Expert would be better than Rogue, since rogues also have a bit of combat in them. Expert is just skills.</p><p></p><p>There'd probably be fifteen or so Advanced classes, four for each core class, plus a couple cross-class ideas. I'm thinking of:</p><ol> <li data-xf-list-type="ol">Arcanist - Wizard-like, focusing on preparing spells and studying magic.</li> <li data-xf-list-type="ol">Bard - Expert who focuses in performances, and he has only a few magic powers as a default.</li> <li data-xf-list-type="ol">Berserker - Fighter class that rages.</li> <li data-xf-list-type="ol">Cavalier - Fighter class that gets armor skills and horsemanship.</li> <li data-xf-list-type="ol">Cleric - Mage class that channels divine power.</li> <li data-xf-list-type="ol">Commander - Expert class good at directing others.</li> <li data-xf-list-type="ol">Druid - Nature mage that controls creatures and shapeshifts.</li> <li data-xf-list-type="ol">Eldritch Knight - Fighter-Mage class that focuses on offense.</li> <li data-xf-list-type="ol">Holy Warrior - Fighter-Mage class with divine blessings.</li> <li data-xf-list-type="ol">Monk - Fighter class that focuses on unarmed attacks and enlightenment.</li> <li data-xf-list-type="ol">Psion - Mage class that focuses on the powers of the mind.</li> <li data-xf-list-type="ol">Ranger - Fighter-Expert class that is great in the wilderness.</li> <li data-xf-list-type="ol">Rogue - Fighter-Expert class good at sneaking and catching folks off guard.</li> <li data-xf-list-type="ol">Sage - Expert class that learns esoteric lore.</li> <li data-xf-list-type="ol">Swashbuckler - Fighter class that's light and fast.</li> </ol><p></p><p>That should provide a lot of range for characters.</p></blockquote><p></p>
[QUOTE="RangerWickett, post: 1328640, member: 63"] I voted other, because I want to reduce the core classes to a very small number, but to still have lots of classes. Maybe it's because I just finished Final Fantasy X-2, but I think classes are one of the more fun aspects of the system. Before I get to the specific way I'd suggest implementing them, let me address the concern about the animezation of D&D. Low level D&D is gritty heroes and average joes. High level D&D is superheroes. Low-point GURPS is gritty heroes and average joes. High-point GURPS is superheroes. What's the difference? Well, in GURPS, the GM is supposed to decide what sorts of powers are available, according to the genre of the game, and though you can gain more points for your character, it is very rare for someone to go from a 100 pointer to a 400 pointer in the same game. In D&D, the rules assume all fantasy worlds can actually [i]go[/i] to 20th level. I think 4e should just say that high-level characters represent a different level of power completely, and GMs should be encouraged to determine the power level they and their players want, and then to plan the world and the story arc to match it. Because GURPS is even more generic than D&D, of course the GM has to decide what's appropriate; in D&D, though, often the GM just assumes he should use everything in the rulebooks, when you really don't have to if you don't want to. [b]Class Revisions:[/b] I'd like to divide character classes into Core classes, Advanced classes, and Prestige classes. The core classes are very simple and diverse; the advanced classes handle more specialized activities (and you can get into them after 3rd level); finally, Prestige classes. The Core classes get a bonus feats or a talent at every level. The talents let you get cool class things, like proficiency in all martial weapons, the ability to summon familiars, or skill mastery; the bonus feats are limited to a specific list of generally weaker feats, like save bonuses or skill bonuses. There are three Core classes, covering the most basic things people do in fantasy stories. Warriors, magicians, and thinkers. So we have the Fighter class, who hurts things. We also have the Mage, which covers all forms of spellcasting you want (primarily on-the-fly casting). And finally we have the Expert, who is our skills guy. I thought Expert would be better than Rogue, since rogues also have a bit of combat in them. Expert is just skills. There'd probably be fifteen or so Advanced classes, four for each core class, plus a couple cross-class ideas. I'm thinking of: [list=1][*]Arcanist - Wizard-like, focusing on preparing spells and studying magic. [*]Bard - Expert who focuses in performances, and he has only a few magic powers as a default. [*]Berserker - Fighter class that rages. [*]Cavalier - Fighter class that gets armor skills and horsemanship. [*]Cleric - Mage class that channels divine power. [*]Commander - Expert class good at directing others. [*]Druid - Nature mage that controls creatures and shapeshifts. [*]Eldritch Knight - Fighter-Mage class that focuses on offense. [*]Holy Warrior - Fighter-Mage class with divine blessings. [*]Monk - Fighter class that focuses on unarmed attacks and enlightenment. [*]Psion - Mage class that focuses on the powers of the mind. [*]Ranger - Fighter-Expert class that is great in the wilderness. [*]Rogue - Fighter-Expert class good at sneaking and catching folks off guard. [*]Sage - Expert class that learns esoteric lore. [*]Swashbuckler - Fighter class that's light and fast. [/list] That should provide a lot of range for characters. [/QUOTE]
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[4.0]Would you like more or less classes in the next edition?
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