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Avatar: The Last Airbender - Bending styles as classes?
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<blockquote data-quote="ceiling90" data-source="post: 5051695" data-attributes="member: 82284"><p>At a point, I was working some Bending Classes; and I've come to the conclusion that it really should be 4 classes. </p><p></p><p>As for the Issue of Roles:</p><p>I've given some thought to that, and while the show makes it quite clear that no one character is given a distinct role (then again, seriously, in what story do you have characters who fit exactly into gamist roles?) the style of the bending and the general philosophy behind each seems to grant them decent role selection.</p><p></p><p>Water: This is a Leader/Striker Hybrid with some Controller thrown in. The majority of the waterbenders you see (maybe like 3?) fell into two categories; You have Katara - she's a classic striker style, akin to a warlock with many control based effects (from freezing water strikes, ice spikes, blades, and that iconic whip). The only reason I chose this to be a Leader is because there is no other bending style with a built in healer. It seemed very much a version of the Waterbender that they could be a leader; remember the last two or three episodes of the first season - it seems that female benders of the northern tribes all became healers, not fighters. No other style is hinted at teaching the ability to heal or rejuvenate. This class is another issue, I would say that it should be Leader first (the game or setting needs a leader) then Striker or Controller next depending on build.</p><p></p><p>Earth: The only reason I thought this to be defender, is that quite frankly, the entire philosophy of the style is to be strong as earth and almost as immobile. While earthbenders really seem to be the least mobile of the styles, it's not so much immobile, as it moves the earth around themselves. Thus I figure a defender that could move their marked targets to them and away from their allies. Toph is an oddball of the earthbenders, so it's very difficult to say that they're defender-y or even controller-y or even striker-y. Watching Toph and a few other benders, they're very much between the controller and the Striker type; but here's the catch; I think they would work extremely well as a ranged defender or sorts (though aren't those called Controllers?) Very many of the powers could be used to do as such. It's large stretch. This class should be Defender foremost then either controller or striker as secondary depending on build.</p><p></p><p>Fire: This is the element with almost all positive Jing, where it's basically attack attack attack attack. Through out the show, you've seen single target strikes and blast type attacks; and only later, much later did we see effects like firewall, though often times firewalls and the like appeared from burning debris... It's pretty easy to say that they're strikers. Thus Striker first then either Controller or if you push it a little, they could be defender's depending on how creative you want to get with the build.</p><p></p><p>Air: I hate this element. I really do. Cause you only see 1 airbender and they're already at epic. In fact you see 2, but both are pretty epic; and all I noticed that they're highly mobile, are pacifists and tend to move things. Could be Controller, could be Striker. Think of the rogue and think of the wizard. I mean, so far, the only you really see could easily be a striker, though I think the setting needs a dedicated Controller. So Controller first, then Striker or Leader secondary with build choice. </p><p></p><p>Now why they're given specific roles: Each class needs a function, at least an identifiable and easily understood purpose; and branching the classes into more than two possible types is going into the 3e Wizard issue of being everything and nothing at once. So I figure take a single role then mix the styles via build types (styles) so that you can have a striker-y Waterbender, but they're still considered a leader. </p><p></p><p>note: I also based my versions off the giants in the play ground version.</p></blockquote><p></p>
[QUOTE="ceiling90, post: 5051695, member: 82284"] At a point, I was working some Bending Classes; and I've come to the conclusion that it really should be 4 classes. As for the Issue of Roles: I've given some thought to that, and while the show makes it quite clear that no one character is given a distinct role (then again, seriously, in what story do you have characters who fit exactly into gamist roles?) the style of the bending and the general philosophy behind each seems to grant them decent role selection. Water: This is a Leader/Striker Hybrid with some Controller thrown in. The majority of the waterbenders you see (maybe like 3?) fell into two categories; You have Katara - she's a classic striker style, akin to a warlock with many control based effects (from freezing water strikes, ice spikes, blades, and that iconic whip). The only reason I chose this to be a Leader is because there is no other bending style with a built in healer. It seemed very much a version of the Waterbender that they could be a leader; remember the last two or three episodes of the first season - it seems that female benders of the northern tribes all became healers, not fighters. No other style is hinted at teaching the ability to heal or rejuvenate. This class is another issue, I would say that it should be Leader first (the game or setting needs a leader) then Striker or Controller next depending on build. Earth: The only reason I thought this to be defender, is that quite frankly, the entire philosophy of the style is to be strong as earth and almost as immobile. While earthbenders really seem to be the least mobile of the styles, it's not so much immobile, as it moves the earth around themselves. Thus I figure a defender that could move their marked targets to them and away from their allies. Toph is an oddball of the earthbenders, so it's very difficult to say that they're defender-y or even controller-y or even striker-y. Watching Toph and a few other benders, they're very much between the controller and the Striker type; but here's the catch; I think they would work extremely well as a ranged defender or sorts (though aren't those called Controllers?) Very many of the powers could be used to do as such. It's large stretch. This class should be Defender foremost then either controller or striker as secondary depending on build. Fire: This is the element with almost all positive Jing, where it's basically attack attack attack attack. Through out the show, you've seen single target strikes and blast type attacks; and only later, much later did we see effects like firewall, though often times firewalls and the like appeared from burning debris... It's pretty easy to say that they're strikers. Thus Striker first then either Controller or if you push it a little, they could be defender's depending on how creative you want to get with the build. Air: I hate this element. I really do. Cause you only see 1 airbender and they're already at epic. In fact you see 2, but both are pretty epic; and all I noticed that they're highly mobile, are pacifists and tend to move things. Could be Controller, could be Striker. Think of the rogue and think of the wizard. I mean, so far, the only you really see could easily be a striker, though I think the setting needs a dedicated Controller. So Controller first, then Striker or Leader secondary with build choice. Now why they're given specific roles: Each class needs a function, at least an identifiable and easily understood purpose; and branching the classes into more than two possible types is going into the 3e Wizard issue of being everything and nothing at once. So I figure take a single role then mix the styles via build types (styles) so that you can have a striker-y Waterbender, but they're still considered a leader. note: I also based my versions off the giants in the play ground version. [/QUOTE]
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