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A Warrior, a Weaponmaster and a Swordsage walk into a tavern ...
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<blockquote data-quote="Li Shenron" data-source="post: 5989646" data-attributes="member: 1465"><p>As classes, I dislike all of them...</p><p></p><p>Simple warrior, should be an option within the Fighter class at least at low levels, but if this one was a class of its own then it would soon become obsolete and left behind. Also I think it's important that <em>each </em> existing class provides a range of complexity so that people can choose a class based on <em>story</em> or <em>concept </em>preferences and only then make their character simple or complex or anything in between depending on their ability to play such character. Thus purposefully making a class that's always low-complexity is a huge mistake.</p><p></p><p>"Weaponmaster" first of all sounds like a wrong name for the example given, at least when I hear this name I always think of someone who knows many weapons and is good at getting out from each weapon its best feature. It's got nothing to do with manouvers... that is someone I would call by a different name, although I'm not sure which. Anyway, I just hate the idea of manouvers with a time limit <em>unless</em> they are (a) magical, which is clearly not the wanted case in this example, (b) luck-based in a way that's not explainable but it just is, and this is IMHO totally far from the idea of a "master" who should have nothing to do with luck, and (c) fatigue-based, and that's the best option and easiest way for the game to make me accept something like that, except that it depends on the manouver if this is a believable explanation or not.</p><p></p><p>A magic-powered fighter is OK for me, but I do not see this at all a separate class. It should be an option of the Fighter class, for example with feats or perhaps something limited to high levels (like a prestige class). The problem with a magic fighter is that in some campaign settings it is not appropriate, in other settings it's appropriate only at high or very high levels, and in other settings (superheroes) it's appropriate even at 1st level. Thus the problem with making this a class of its own: that in a lot of settings you'll have to ban it outright, and that's not IMHO a good start for a core class.</p></blockquote><p></p>
[QUOTE="Li Shenron, post: 5989646, member: 1465"] As classes, I dislike all of them... Simple warrior, should be an option within the Fighter class at least at low levels, but if this one was a class of its own then it would soon become obsolete and left behind. Also I think it's important that [I]each [/I] existing class provides a range of complexity so that people can choose a class based on [I]story[/I] or [I]concept [/I]preferences and only then make their character simple or complex or anything in between depending on their ability to play such character. Thus purposefully making a class that's always low-complexity is a huge mistake. "Weaponmaster" first of all sounds like a wrong name for the example given, at least when I hear this name I always think of someone who knows many weapons and is good at getting out from each weapon its best feature. It's got nothing to do with manouvers... that is someone I would call by a different name, although I'm not sure which. Anyway, I just hate the idea of manouvers with a time limit [I]unless[/I] they are (a) magical, which is clearly not the wanted case in this example, (b) luck-based in a way that's not explainable but it just is, and this is IMHO totally far from the idea of a "master" who should have nothing to do with luck, and (c) fatigue-based, and that's the best option and easiest way for the game to make me accept something like that, except that it depends on the manouver if this is a believable explanation or not. A magic-powered fighter is OK for me, but I do not see this at all a separate class. It should be an option of the Fighter class, for example with feats or perhaps something limited to high levels (like a prestige class). The problem with a magic fighter is that in some campaign settings it is not appropriate, in other settings it's appropriate only at high or very high levels, and in other settings (superheroes) it's appropriate even at 1st level. Thus the problem with making this a class of its own: that in a lot of settings you'll have to ban it outright, and that's not IMHO a good start for a core class. [/QUOTE]
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