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4E With Three Classes: Martial, Arcane, Divine?
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<blockquote data-quote="knightofround" data-source="post: 4542550" data-attributes="member: 27884"><p>I dunno I think the OP is really on to something here. The problem with doing gesalt by class role is that it doesn't let you do much branching out. A ranger/warlock combo won't play too differently than a ranger or a warlock. And one of the great things about running a gesalt campaign is that you don't get pigeonholed into class roles.</p><p></p><p>Doing it by power source seems to make more RP-ing sense to me. A wizard could gesalt into Swordmage, because the swordmage powers really aren't that different from the spells he normally casts. (This makes much more sense to me than gesalting into a warrior or cleric)</p><p></p><p>A fighter could gesalt into warlord because they're both skilled in melee combat--its just the warlord is more inspiring to allies and the fighter is more intimidating to enemies. (This makes more sense to me than the fighter somehow slinging swordmage spells or calling down paladin smites)</p><p></p><p>A nice side-effect of this is that by arranging by power source, it eliminates the need for gesalt characters to have crazy stats in everything. Almost all Arcane classes, irregardless of role, utilize INT. Almost all Martial clases, irregardless of role, utilize STR. Almost all Divine classes, irregardless of role, utilize WIS. And those three stats just so happen to be tied to Ref/Fort/Will. And within each power source there's someone that dabbles in Dex, Con, and Cha.</p><p></p><p>I think the biggest issue is the class imbalance between the power sources. 4 martial, 2 arcane, 2 divine in the core...and if we include swordmage+bard+barbarian+artificer, it goes to 5/5/2. (Breaking up the primal into the core 3 sources until we actually get some primal classes) In order for this framework to really shine there needs to be more divine classes, because it would kinda suck to go divine and be pigeonholed into Paladin/Cleric (which is a good combo, but still not alot of variety there)</p><p></p><p>Class features would be somewhat of a headache to handle. I think an easy way out would be to simply grant only one of the classes' features, however allow the player to select a "build" option from their secondary class. So if someone made a Wizard/Warlock, they wouldn't be able to use the warlock curse ability, but they could choose Infernal Pact so the related powers will be enhanced. These "builds" would only apply to powers--so if a Fighter/Rogue selected artful dodger for their build, they wouldn't get the AC bonus versus OAs...only the powers that refer to artful dodge will be enhanced.</p></blockquote><p></p>
[QUOTE="knightofround, post: 4542550, member: 27884"] I dunno I think the OP is really on to something here. The problem with doing gesalt by class role is that it doesn't let you do much branching out. A ranger/warlock combo won't play too differently than a ranger or a warlock. And one of the great things about running a gesalt campaign is that you don't get pigeonholed into class roles. Doing it by power source seems to make more RP-ing sense to me. A wizard could gesalt into Swordmage, because the swordmage powers really aren't that different from the spells he normally casts. (This makes much more sense to me than gesalting into a warrior or cleric) A fighter could gesalt into warlord because they're both skilled in melee combat--its just the warlord is more inspiring to allies and the fighter is more intimidating to enemies. (This makes more sense to me than the fighter somehow slinging swordmage spells or calling down paladin smites) A nice side-effect of this is that by arranging by power source, it eliminates the need for gesalt characters to have crazy stats in everything. Almost all Arcane classes, irregardless of role, utilize INT. Almost all Martial clases, irregardless of role, utilize STR. Almost all Divine classes, irregardless of role, utilize WIS. And those three stats just so happen to be tied to Ref/Fort/Will. And within each power source there's someone that dabbles in Dex, Con, and Cha. I think the biggest issue is the class imbalance between the power sources. 4 martial, 2 arcane, 2 divine in the core...and if we include swordmage+bard+barbarian+artificer, it goes to 5/5/2. (Breaking up the primal into the core 3 sources until we actually get some primal classes) In order for this framework to really shine there needs to be more divine classes, because it would kinda suck to go divine and be pigeonholed into Paladin/Cleric (which is a good combo, but still not alot of variety there) Class features would be somewhat of a headache to handle. I think an easy way out would be to simply grant only one of the classes' features, however allow the player to select a "build" option from their secondary class. So if someone made a Wizard/Warlock, they wouldn't be able to use the warlock curse ability, but they could choose Infernal Pact so the related powers will be enhanced. These "builds" would only apply to powers--so if a Fighter/Rogue selected artful dodger for their build, they wouldn't get the AC bonus versus OAs...only the powers that refer to artful dodge will be enhanced. [/QUOTE]
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