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Brainstorming Martial/Combat Classes
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<blockquote data-quote="Iota" data-source="post: 5690643" data-attributes="member: 6671429"><p>I'm working on a homebrew fantasy RPG where I've divided classes up into three categories (magical, professional, and combat/martial) with a few hybrid classes also available. I'm set on the three professional and magical classes, but I keep going back and forth on the combat classes and I'm looking for advice/opinions. One ground rule is that combat classes should be based on things you could only learn from military or combat training; so they need to be as un-magical as possible (i.e. Paladins would be a martial/magical hybrid class).</p><p></p><p><strong>Weapon Master(/Marksman/Martial Artist)</strong>: This is the one class I'm pretty set on. It would focus on developing skills and special maneuvers with a particular weapon type. I had considered breaking this class up into two classes (one melee and one ranged), but I think the concepts overlapped enough they can be combined in a single class. I'm also considering including unarmed combat techniques in this class for similar reasons. At one point these were my three core combat classes, but I really thought they weren't as different from each other as my magical and professional classes were.</p><p></p><p><strong>Berserker/Barbarian</strong>: I've really never thought that this was a great concept to build a whole class around. It seems more like a particular fighting style that could be covered with a feat/skill/stance that any fighter could learn.</p><p></p><p><strong>Monk/Martial Artist</strong>: The magical/supernatural flavor of D&D Monks would rule them out as a pure combat class, but a more realistic Martial Artist class is still possible.</p><p></p><p><strong>Knight (not Paladin)</strong>: It always bugs me that a basic Knight class is usually absent from medieval RPGs, while it's a strong contender in my mind. I my mind this class would have a more defensive focus than the Weapon Master class and provide skills like mounted combat, battlefield command, heavy armor bonuses and the like.</p><p></p><p><strong>Ranger(/Marksman/Hunter/Scout)</strong>: Magical Rangers would be a magical hybrid class. Skilled Hunters would be a professional hybrid. Marksman could be rolled into Weapon Master. Scout is covered by my professional Explorer class.</p><p></p><p><strong>Assassin/Rogue</strong>: This would also be a professional hybrid class (if not fully professional).</p><p></p><p></p><p>So, I'm looking for ideas about how you would set up three martial classes that are not magical and don't rely heavily on skills learned outside of combat training.</p></blockquote><p></p>
[QUOTE="Iota, post: 5690643, member: 6671429"] I'm working on a homebrew fantasy RPG where I've divided classes up into three categories (magical, professional, and combat/martial) with a few hybrid classes also available. I'm set on the three professional and magical classes, but I keep going back and forth on the combat classes and I'm looking for advice/opinions. One ground rule is that combat classes should be based on things you could only learn from military or combat training; so they need to be as un-magical as possible (i.e. Paladins would be a martial/magical hybrid class). [B]Weapon Master(/Marksman/Martial Artist)[/B]: This is the one class I'm pretty set on. It would focus on developing skills and special maneuvers with a particular weapon type. I had considered breaking this class up into two classes (one melee and one ranged), but I think the concepts overlapped enough they can be combined in a single class. I'm also considering including unarmed combat techniques in this class for similar reasons. At one point these were my three core combat classes, but I really thought they weren't as different from each other as my magical and professional classes were. [B]Berserker/Barbarian[/B]: I've really never thought that this was a great concept to build a whole class around. It seems more like a particular fighting style that could be covered with a feat/skill/stance that any fighter could learn. [B]Monk/Martial Artist[/B]: The magical/supernatural flavor of D&D Monks would rule them out as a pure combat class, but a more realistic Martial Artist class is still possible. [B]Knight (not Paladin)[/B]: It always bugs me that a basic Knight class is usually absent from medieval RPGs, while it's a strong contender in my mind. I my mind this class would have a more defensive focus than the Weapon Master class and provide skills like mounted combat, battlefield command, heavy armor bonuses and the like. [B]Ranger(/Marksman/Hunter/Scout)[/B]: Magical Rangers would be a magical hybrid class. Skilled Hunters would be a professional hybrid. Marksman could be rolled into Weapon Master. Scout is covered by my professional Explorer class. [B]Assassin/Rogue[/B]: This would also be a professional hybrid class (if not fully professional). So, I'm looking for ideas about how you would set up three martial classes that are not magical and don't rely heavily on skills learned outside of combat training. [/QUOTE]
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