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Another Core Class
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<blockquote data-quote="eyebeams" data-source="post: 1801817" data-attributes="member: 9225"><p>Thanks to the Monk, et al, I think the only real criteria for core classes are how much "D&D tradition" they have or how central they are to the campaign. To this I'd add the idea of classes that fill in for character types that are in fantasy fiction but don't have the same feel as the current cores, and classes that take care of hiccups in the rules. Let's see what we can get from each of these:</p><p></p><p><strong>"D&D Tradition"</strong></p><p></p><p>Cavalier, Assassin (both of which have already had several treatments).</p><p></p><p><strong>Central to the Campaign</strong></p><p></p><p>We see examples of these in supplements like Dragonlance</p><p></p><p><strong>In Fantasy Fiction</strong></p><p></p><p>Nobles and Peasant Heroes have already been mentioned here. The Noble has social and economic advantages. The Peasant Hero should be a generalist with abilities that reflect more gumption than training. One of the few downsides with the 3e/3.5e Fighter is that it feels a lot less like the kind of guy who is forced to pick up a sword and work his way to glory, and more like a trained elite warrior. Some off you will of course dispute this, but this is the spontaneous feedback I've gotten from actual players.</p><p></p><p>The Mystic Talent or Hedge Wizard is another type. This is a character with a natural talent for magic who isn't necessarily that great at it, and who usually just sticks to mundane business. Often the Talent is a Cugel or Gray Mouser type of guy, but he might just be someone with "the Gift" and no training. Alternately (as the Hedge Wizard) this is a minor mage who trades raw power for knowledge and community ties. In game terms, he'd be a lot like a Bard with no music but the ability to occasionally get off impressive magic. In some world, this guy is also able to access some special form of magic thanks to *not* being trained, but in game terms this is likely dual-c;assing as a Sorcerer or special PrC.</p><p></p><p>Non-monk martial arts experts, duelists and weapon specialists are also in many games, and probably deserve some kind of base class, but it's always a headache to balance weapon specialists versus generalists, so feats are better here. What's really needed is better unarmed combat feats or a non-Monk martial artist, and I have seen treatments of such.</p><p></p><p>Finally, pulp wizards are usually really worshipping evil gods and using them as patrons and such, but the current Cleric is too buff for Theleb K'aarna and pals. I'd have a class like the Cleric but with improved spells and worse fighting ability.</p><p></p><p><strong>Rules Hiccups</strong></p><p></p><p>The only thing I can think of are classes that get around the way multiclassed casters get hosed. The pulp wizardy priest will do, as will all those mageblade types and such.</p></blockquote><p></p>
[QUOTE="eyebeams, post: 1801817, member: 9225"] Thanks to the Monk, et al, I think the only real criteria for core classes are how much "D&D tradition" they have or how central they are to the campaign. To this I'd add the idea of classes that fill in for character types that are in fantasy fiction but don't have the same feel as the current cores, and classes that take care of hiccups in the rules. Let's see what we can get from each of these: [B]"D&D Tradition"[/B] Cavalier, Assassin (both of which have already had several treatments). [B]Central to the Campaign[/B] We see examples of these in supplements like Dragonlance [B]In Fantasy Fiction[/B] Nobles and Peasant Heroes have already been mentioned here. The Noble has social and economic advantages. The Peasant Hero should be a generalist with abilities that reflect more gumption than training. One of the few downsides with the 3e/3.5e Fighter is that it feels a lot less like the kind of guy who is forced to pick up a sword and work his way to glory, and more like a trained elite warrior. Some off you will of course dispute this, but this is the spontaneous feedback I've gotten from actual players. The Mystic Talent or Hedge Wizard is another type. This is a character with a natural talent for magic who isn't necessarily that great at it, and who usually just sticks to mundane business. Often the Talent is a Cugel or Gray Mouser type of guy, but he might just be someone with "the Gift" and no training. Alternately (as the Hedge Wizard) this is a minor mage who trades raw power for knowledge and community ties. In game terms, he'd be a lot like a Bard with no music but the ability to occasionally get off impressive magic. In some world, this guy is also able to access some special form of magic thanks to *not* being trained, but in game terms this is likely dual-c;assing as a Sorcerer or special PrC. Non-monk martial arts experts, duelists and weapon specialists are also in many games, and probably deserve some kind of base class, but it's always a headache to balance weapon specialists versus generalists, so feats are better here. What's really needed is better unarmed combat feats or a non-Monk martial artist, and I have seen treatments of such. Finally, pulp wizards are usually really worshipping evil gods and using them as patrons and such, but the current Cleric is too buff for Theleb K'aarna and pals. I'd have a class like the Cleric but with improved spells and worse fighting ability. [B]Rules Hiccups[/B] The only thing I can think of are classes that get around the way multiclassed casters get hosed. The pulp wizardy priest will do, as will all those mageblade types and such. [/QUOTE]
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