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Challenge: Invent a PHB Class List with 6 Classes
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<blockquote data-quote="jmartkdr2" data-source="post: 8611750" data-attributes="member: 7017304"><p>While I disagree with the premise, I could see a six-class structure working for a dnd-like game:</p><p></p><p><strong>Expert</strong>: the rogue analogue - you have skills, ways to gain Combat Advantage (tm) using your skills, and get a bonuses to attacks (mostly damage but there are options) when you have Combat Advantage (tm). Ideally should work with any skill, even stuff like History .</p><p></p><p><strong>Fighter</strong>: the warrior class. You get a defense mode (are you armored, dodgy, warded with magic?), maneuvers, stances (like fighting styles), and combat feats. Fighting-focused monks should fit in here if you chose barehanded stances.</p><p></p><p><strong>Gifted</strong>: magic-users who were granted their powers rather than learning them, combining ideas like paladin, sorcerer and warlock. Thematically clerics could fit, but mechanically they actually don't. You get a bunch of invocations, boons, and some power points to keep your stuff in line. Structurally you're like a 5e warlock but you can choose how much spellcasting you get.</p><p></p><p><strong>Hybrid</strong>: an awkward class that lets you cherry-pick form different classes, but you get less overall stuff. Caster rangers go here.</p><p></p><p><strong>Spellcaster</strong>: for all casters who learned how to use magic, as opped to having spell-like innate abilities, regardless of who you learned from. Wizards, bards, druids, witches of course - warlocks who were simply taught spellcasting by a devil, clerics who know how the prayers actually work because they went to seminary, and more. You learn Spells. Theoretically, you can learn any spell, even if you would never actually cast it.</p><p></p><p><strong>Tinkerer</strong>: I'm not 100% sure this is necessary, but this is the artificer/alchemist/weapon-bonded rune knight class. You get a cool thing that you slowly improve as you gain levels, as well as the ability to make additional minor magic items.</p><p></p><p>Every class should also get periodic Talents, which can be used to build on existing class options or grab cross-class features. (eg a fighter could learn an extra stance or basic spellcasting or gain a Gift). Hybrids might only get Talents.</p></blockquote><p></p>
[QUOTE="jmartkdr2, post: 8611750, member: 7017304"] While I disagree with the premise, I could see a six-class structure working for a dnd-like game: [B]Expert[/B]: the rogue analogue - you have skills, ways to gain Combat Advantage (tm) using your skills, and get a bonuses to attacks (mostly damage but there are options) when you have Combat Advantage (tm). Ideally should work with any skill, even stuff like History . [B]Fighter[/B]: the warrior class. You get a defense mode (are you armored, dodgy, warded with magic?), maneuvers, stances (like fighting styles), and combat feats. Fighting-focused monks should fit in here if you chose barehanded stances. [B]Gifted[/B]: magic-users who were granted their powers rather than learning them, combining ideas like paladin, sorcerer and warlock. Thematically clerics could fit, but mechanically they actually don't. You get a bunch of invocations, boons, and some power points to keep your stuff in line. Structurally you're like a 5e warlock but you can choose how much spellcasting you get. [B]Hybrid[/B]: an awkward class that lets you cherry-pick form different classes, but you get less overall stuff. Caster rangers go here. [B]Spellcaster[/B]: for all casters who learned how to use magic, as opped to having spell-like innate abilities, regardless of who you learned from. Wizards, bards, druids, witches of course - warlocks who were simply taught spellcasting by a devil, clerics who know how the prayers actually work because they went to seminary, and more. You learn Spells. Theoretically, you can learn any spell, even if you would never actually cast it. [B]Tinkerer[/B]: I'm not 100% sure this is necessary, but this is the artificer/alchemist/weapon-bonded rune knight class. You get a cool thing that you slowly improve as you gain levels, as well as the ability to make additional minor magic items. Every class should also get periodic Talents, which can be used to build on existing class options or grab cross-class features. (eg a fighter could learn an extra stance or basic spellcasting or gain a Gift). Hybrids might only get Talents. [/QUOTE]
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