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<blockquote data-quote="Steampunkette" data-source="post: 8307025" data-attributes="member: 6796468"><p>1) Moderately. The more distinction you create between the classes both narratively and mechanically the more your players will be able to see a purpose for the different classes.</p><p></p><p>2) Could call it a Hexblade, Dusk Knight, Spellsword, or anything else you like. And there's plenty of room for Arcane Tricksters or Shadowblades.</p><p></p><p>3) No. It's best if there are other kinds of supernatural powers and magic that just aren't that suitable for the adventuring day. You need the Oracle that stays in their cave reading the bones of goats and the entrails of chickens to predict the future just as much as you need the adventuring wizard. It's probably best not to figure out their entire class, though, and just give them the narratively-specific abilities that you want/need for the individual character at hand.</p></blockquote><p></p>
[QUOTE="Steampunkette, post: 8307025, member: 6796468"] 1) Moderately. The more distinction you create between the classes both narratively and mechanically the more your players will be able to see a purpose for the different classes. 2) Could call it a Hexblade, Dusk Knight, Spellsword, or anything else you like. And there's plenty of room for Arcane Tricksters or Shadowblades. 3) No. It's best if there are other kinds of supernatural powers and magic that just aren't that suitable for the adventuring day. You need the Oracle that stays in their cave reading the bones of goats and the entrails of chickens to predict the future just as much as you need the adventuring wizard. It's probably best not to figure out their entire class, though, and just give them the narratively-specific abilities that you want/need for the individual character at hand. [/QUOTE]
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