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General Tabletop Discussion
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Can mundane classes have a resource which powers abilities?
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<blockquote data-quote="Ahnehnois" data-source="post: 6276402" data-attributes="member: 17106"><p>Which is not a problem! That's what makes the fighter work; it isn't very specific. That's also true of the other members of the "big four". Wizards comprise everything from blasters to summoners to sages to generalists. Clerics are really a function of what they're worshipping. Rogues are as generic as it gets.</p><p></p><p>They represent the best of a class system. They're not straitjackets that the player is forced into, but helpful guides as to making a coherent character.</p><p></p><p>The next step in D&D design will be when <em>everyone's</em> unique features are taken and handed out to everyone else. Why just talk about "mundanes"? The real question is what happens when some barbarian warlord who's venerated Gruumsh for his entire life makes a sacrifice and prays for help. At the moment the answer is "nothing" or the DM making something up. What we need is a set of rules for divine power that aren't tied to class, and then a cleric that gets off to a head start on utilizing them. Same thing for a rogue trained in ancient languages who starts reading ancient texts. Use Magic Device has been around for a while in some form; letting people try to actually cast wizard spells is hardly unprecedented.</p><p></p><p>The real progress will be when a level 1 cleric's main ability is that he gets +2 to prayer checks and access to Cure Light Wounds for free, a level 1 fighter gets +2 to attacks with one weapon group and a free combo maneuver, and a rogue just gets a bunch of extra skills.</p></blockquote><p></p>
[QUOTE="Ahnehnois, post: 6276402, member: 17106"] Which is not a problem! That's what makes the fighter work; it isn't very specific. That's also true of the other members of the "big four". Wizards comprise everything from blasters to summoners to sages to generalists. Clerics are really a function of what they're worshipping. Rogues are as generic as it gets. They represent the best of a class system. They're not straitjackets that the player is forced into, but helpful guides as to making a coherent character. The next step in D&D design will be when [I]everyone's[/I] unique features are taken and handed out to everyone else. Why just talk about "mundanes"? The real question is what happens when some barbarian warlord who's venerated Gruumsh for his entire life makes a sacrifice and prays for help. At the moment the answer is "nothing" or the DM making something up. What we need is a set of rules for divine power that aren't tied to class, and then a cleric that gets off to a head start on utilizing them. Same thing for a rogue trained in ancient languages who starts reading ancient texts. Use Magic Device has been around for a while in some form; letting people try to actually cast wizard spells is hardly unprecedented. The real progress will be when a level 1 cleric's main ability is that he gets +2 to prayer checks and access to Cure Light Wounds for free, a level 1 fighter gets +2 to attacks with one weapon group and a free combo maneuver, and a rogue just gets a bunch of extra skills. [/QUOTE]
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Community
General Tabletop Discussion
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Can mundane classes have a resource which powers abilities?
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