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A New Paladin
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<blockquote data-quote="SHARK" data-source="post: 4629153" data-attributes="member: 1131"><p>Greetings!</p><p></p><p>*LOL*<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> Yeah, well, true, my friend--wizard, sorcerer, cleric, don't need anything really in power. I should say properly, that:</p><p></p><p>(1) The paladin, barbarian, fighter, ranger and bard need both power, and flavour boosts. Not necessarily because I am some kind of "power gamer"--nor are most of my players, (well...what *Old Schooler* isn't a little, heh?<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" />)--but largely because after 20 levels, say, or even from the level 1 perspective, when looking forward...there's lots of ideas and visions of what a *X* character is supposed to look like and do, or should be able to--that seems to be lacking, and rather disappointing. If that makes any sense? I guess I am somewhat annoyed, or disappointed that it often seems to take a character being level 25 or 30 with three-five wierder and wierder prestige classes tacked on before the character seems to finally embody what the base class character should be expected to be and do halfway sooner.</p><p></p><p>(2) The wizard, cleric, sorcerer, and druid I think really only need some better background/non-uber spell/combat feats to make them less like fantastic walking autocannons and more like the figures of history and mythology. Oh, and perhaps some class abilities, powers, etc, that are roleplaying/theme/culture/mood oriented that actually add some dimensions of flavour to the class, as opposed to merely just more powers that stack up more ways to fry the hapless targets with some crazy spell that does fire/acid/frost/mystery uber damage.</p><p></p><p>(3) The Rogue. Aside from increasing all classes' skill points as I have done--which is a big improvement roleplaying wise/believability wise, I think the Rogue works pretty good as is. The Rogue actually has appropriate powers to fight with and evade, use stealth, and all the interesting abilities that a Rogue can choose to develop, and actually *excel* in, actually makes a person's vision of a rogue workable with the base Rogue. With NPC Rogues, I can't say I've ever had any complaints or frustrations really. Furthermore, only a few prestige classes have been really tempting, because oftentimes for the *vision* the base Rogue seems to do a very good and flexible job.</p><p></p><p>(4) Monk. Hmmm. Well, honestly, I haven't thought a whole lot about the Monk. I suppose *Martial Arts Only/no weapon/few weapon* kinda characters haven't been terribly popular to play or be seen much (even as NPC's) in the campaigns, so I'd have to think about them more.</p><p></p><p>Semper Fidelis,</p><p></p><p>SHARK</p></blockquote><p></p>
[QUOTE="SHARK, post: 4629153, member: 1131"] Greetings! *LOL*:) Yeah, well, true, my friend--wizard, sorcerer, cleric, don't need anything really in power. I should say properly, that: (1) The paladin, barbarian, fighter, ranger and bard need both power, and flavour boosts. Not necessarily because I am some kind of "power gamer"--nor are most of my players, (well...what *Old Schooler* isn't a little, heh?;))--but largely because after 20 levels, say, or even from the level 1 perspective, when looking forward...there's lots of ideas and visions of what a *X* character is supposed to look like and do, or should be able to--that seems to be lacking, and rather disappointing. If that makes any sense? I guess I am somewhat annoyed, or disappointed that it often seems to take a character being level 25 or 30 with three-five wierder and wierder prestige classes tacked on before the character seems to finally embody what the base class character should be expected to be and do halfway sooner. (2) The wizard, cleric, sorcerer, and druid I think really only need some better background/non-uber spell/combat feats to make them less like fantastic walking autocannons and more like the figures of history and mythology. Oh, and perhaps some class abilities, powers, etc, that are roleplaying/theme/culture/mood oriented that actually add some dimensions of flavour to the class, as opposed to merely just more powers that stack up more ways to fry the hapless targets with some crazy spell that does fire/acid/frost/mystery uber damage. (3) The Rogue. Aside from increasing all classes' skill points as I have done--which is a big improvement roleplaying wise/believability wise, I think the Rogue works pretty good as is. The Rogue actually has appropriate powers to fight with and evade, use stealth, and all the interesting abilities that a Rogue can choose to develop, and actually *excel* in, actually makes a person's vision of a rogue workable with the base Rogue. With NPC Rogues, I can't say I've ever had any complaints or frustrations really. Furthermore, only a few prestige classes have been really tempting, because oftentimes for the *vision* the base Rogue seems to do a very good and flexible job. (4) Monk. Hmmm. Well, honestly, I haven't thought a whole lot about the Monk. I suppose *Martial Arts Only/no weapon/few weapon* kinda characters haven't been terribly popular to play or be seen much (even as NPC's) in the campaigns, so I'd have to think about them more. Semper Fidelis, SHARK [/QUOTE]
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