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Change to Basic Class / Subclass design?
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<blockquote data-quote="steeldragons" data-source="post: 8246191" data-attributes="member: 92511"><p>Stick to the traditional D&D class origins, attaching them to ability scores (Ability scores did very well in recent polls hereabouts of the "things that are/make/must be" in a game for it "to be D&D"). Fill out the list. For the longest time, I've played along with the whole thing about "Con and Cha are important for all classes." Con, of course, effectin everyone's Hit Points (super important!) and Charisma is, shorthanded, the character's "personality." So, sure, everyone has one of those, whether or not your class (ye olde paladin, bards, the "new" casters) was dependent on it. </p><p></p><p>I say, give all 6 their own base class...or class category. I'm thinking like this...</p><p></p><p>Strength: The Warriors. Your character's dominant trait is use of weapons and combat skill. </p><p>Fighter is default.</p><p>Additional classes: Knights/Cavaliers (the charismatic fighters), Swashbucklers (the dexterous/acrobatic fighters), etc...</p><p></p><p>Intelligence: The Wizards. Your character's dominant trait is use of magic, occult/"supernatural" powers, mastered by the character (be it learning spells, figuring out innate powers, manifesting one's bizarre origins, et al.). </p><p>Mage (the proper name for a "Wizard" class, afaiac) is default.</p><p>Additional classes: Illusionists, Sorcerers (if you require that as a separate class), Psychics, etc...</p><p></p><p>Wisdom: The Mystics. Your character's dominant traits are channeling occult/"supernatural" powers from a "larger" source, beyond/"outside" themselves, combined with varying levels of armor/weapon/combat proficiency. </p><p>Cleric is default. </p><p>Additional classes: Warlocks, Shamans, Pathfinder-style "Oracle" classes, etc...</p><p> </p><p>Dexterity: The Rogues. Your character's dominant traits are proficiency/expertise with predominantly non-combat skills, a preference on speed/movement and stealth in combat situations. </p><p>Thief is default.</p><p>Additional Classes: Acrobats, Rangers, Alchemists, etc...</p><p></p><p>Constitution: The Champions [? just spitballing on the name]. Your character's dominant traits are an ability to influence their own bodies, and their capacity to strive through adversity and hardship, pushing beyond the typical person's [of your species] limits, -predominantly, but not solely, of a physical nature. </p><p>Barbarian is default. </p><p>Additional classes: Monks, Druids, etc... </p><p></p><p>Charisma: The Adepts [? again, spitballing]. Your character's dominant traits are an ability to influence others and their capacity to strive through adversity and hardship, pushing beyond the typical person's [of your species] limits -predominantly, but not solely, of a mental/"inner self" nature. </p><p>Bard is default. </p><p>Additional classes: Paladins, Witches, Pathfinder-style "Magus" classes, etc...</p></blockquote><p></p>
[QUOTE="steeldragons, post: 8246191, member: 92511"] Stick to the traditional D&D class origins, attaching them to ability scores (Ability scores did very well in recent polls hereabouts of the "things that are/make/must be" in a game for it "to be D&D"). Fill out the list. For the longest time, I've played along with the whole thing about "Con and Cha are important for all classes." Con, of course, effectin everyone's Hit Points (super important!) and Charisma is, shorthanded, the character's "personality." So, sure, everyone has one of those, whether or not your class (ye olde paladin, bards, the "new" casters) was dependent on it. I say, give all 6 their own base class...or class category. I'm thinking like this... Strength: The Warriors. Your character's dominant trait is use of weapons and combat skill. Fighter is default. Additional classes: Knights/Cavaliers (the charismatic fighters), Swashbucklers (the dexterous/acrobatic fighters), etc... Intelligence: The Wizards. Your character's dominant trait is use of magic, occult/"supernatural" powers, mastered by the character (be it learning spells, figuring out innate powers, manifesting one's bizarre origins, et al.). Mage (the proper name for a "Wizard" class, afaiac) is default. Additional classes: Illusionists, Sorcerers (if you require that as a separate class), Psychics, etc... Wisdom: The Mystics. Your character's dominant traits are channeling occult/"supernatural" powers from a "larger" source, beyond/"outside" themselves, combined with varying levels of armor/weapon/combat proficiency. Cleric is default. Additional classes: Warlocks, Shamans, Pathfinder-style "Oracle" classes, etc... Dexterity: The Rogues. Your character's dominant traits are proficiency/expertise with predominantly non-combat skills, a preference on speed/movement and stealth in combat situations. Thief is default. Additional Classes: Acrobats, Rangers, Alchemists, etc... Constitution: The Champions [? just spitballing on the name]. Your character's dominant traits are an ability to influence their own bodies, and their capacity to strive through adversity and hardship, pushing beyond the typical person's [of your species] limits, -predominantly, but not solely, of a physical nature. Barbarian is default. Additional classes: Monks, Druids, etc... Charisma: The Adepts [? again, spitballing]. Your character's dominant traits are an ability to influence others and their capacity to strive through adversity and hardship, pushing beyond the typical person's [of your species] limits -predominantly, but not solely, of a mental/"inner self" nature. Bard is default. Additional classes: Paladins, Witches, Pathfinder-style "Magus" classes, etc... [/QUOTE]
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