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Character Classes should Mean Something in the Setting
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<blockquote data-quote="The-Magic-Sword" data-source="post: 8253001" data-attributes="member: 6801252"><p>I agree with the premise of the thread, with the caveat that I appreciate it when the base rules are written generically enough (or easily modified enough) to support different explanations with different settings. </p><p></p><p>Our own Pathfinder 2e setting has seen me write setting appropriate twists on many of the classes, so that it can feel like a sufficiently different fantasy world. There's room to be flexible with some of these, to hew back to the more traditional flavor, or to reflavor completely, but its intended to be somewhat hesitant to preserve the integrity of the fiction. </p><p></p><p>- There are many Gods of drastically differing levels of power, and just about any spirit (which includes all the outsiders, and Dragons, and Giants) can be appointed to Godhood, which is called 'Authority', which awards them at least one office (domain.) Each office allows them to empower a certain number of followers, collectively known as their Divine Household, we're still drafting all of this up for our World Anvil, but the number I'm starting with is 4 followers per Domain. So Clerics and Champions are members of these divine households, might be stronger than their gods, and are part of a small group of empowered followers, with things like classic paladin orders being made up of the followers of more than a single god, with all the politics that might imply. Your god might be the god of a single family (like large) or small village, all the way up to some national or internationally recognized deity, this also means that in theory, Champions and Clerics could compete to be a part of the most prestigious divine households, since membership is so limited. </p><p></p><p>- Sorcerers aren't descended from magical creatures, most of which are now spirits (I don't think Spirits can breed, given how they come into existence, but maybe they can, its undecided) instead they're individuals whose souls house spirits-- sometimes this happen via an involuntary sealing, sometimes this is a deal (my thinking on a clan of sorcerers is actually that they would be a family who has a deal they cut with a group of spirits), or grafting parts of a spirits soul onto them. Aasimar, Tieflings, and such, are all magically invested by groups of spirits, kind of like a way of marking them, there are societies where this is analogous to baptism. </p><p></p><p>- Witches practice 'Witchcraft' which is specifically the art of communing with Spirits and drawing on their power through deals and such, which they can study to channel into a kind of psuedo wizardry... in fact Wizardry was developed by Witches who didn't want to rely on spirits anymore, which is why Wizards have to use 'Manathyst' for their casting, as a battery and catalyst for their magic, whereas Witches can get it straight from Spirits, who gather and format it naturally from the world around them. </p><p></p><p>- Barbarians are instinctive warriors explicitly compared to Fighters as technique warriors, they also practice spirit trances (except Fury Instinct) that allow them to reformulate their soul to 'imitate' that of spirits and enable them to draw on innate magical abilities, like those of Giant Instinct, Dragon Instinct, and Spirit Instinct. </p><p></p><p>- In fact, all Martials absorb the world's ambient magic during their training, which their body internalizes to make them capable of super human feats of strength, agility and etc. This is definitively to assert the setting's tone as somewhat 'shonen action fantasy anime' in so far as the action goes, and my explanation for why human sized fighters can meaningfully wound colossal dragons and such.</p><p></p><p>- Oracles are sort of free agents who get a little power from many different gods, their curse is a product of their bodies not being able to adjust to any single god's power, and the sometimes conflicting forces that wash through them, whenever they do anything, they're functionally calling in favors they've haggled for and earned (often in small ways). They don't have to be a member of a Divine Household like Clerics and Champions do. </p><p></p><p>- Primal Magic is life force (as Sage Chakra from Naruto) Druids and other primal magic users can channel from their surroundings, and gather up that energy to use.</p><p></p><p>- Occult Magic is a kind of power produced by the Soul, Bards don't have to use music, but its considered a great way to connect to the Soul, and either apply magic to it, or draw magic from it. </p><p></p><p>- Arcane Magic is an ever so slightly refined 'raw magic' that results from trying to channel magic in as close to its raw form as possible (since each tradition reflects a way in which the energy of magic is processed, and has drawbacks-- which is why they can't all be used for all of the same spells, raw magic could theoretically do everything, but Arcane is as close as anyone can get) through the use of Manathyst. Note that anyone can use Manathyst (its what's meant by 'Material Components' in our setting) but that they process it into the kind of magic they're accustomed to using.</p></blockquote><p></p>
[QUOTE="The-Magic-Sword, post: 8253001, member: 6801252"] I agree with the premise of the thread, with the caveat that I appreciate it when the base rules are written generically enough (or easily modified enough) to support different explanations with different settings. Our own Pathfinder 2e setting has seen me write setting appropriate twists on many of the classes, so that it can feel like a sufficiently different fantasy world. There's room to be flexible with some of these, to hew back to the more traditional flavor, or to reflavor completely, but its intended to be somewhat hesitant to preserve the integrity of the fiction. - There are many Gods of drastically differing levels of power, and just about any spirit (which includes all the outsiders, and Dragons, and Giants) can be appointed to Godhood, which is called 'Authority', which awards them at least one office (domain.) Each office allows them to empower a certain number of followers, collectively known as their Divine Household, we're still drafting all of this up for our World Anvil, but the number I'm starting with is 4 followers per Domain. So Clerics and Champions are members of these divine households, might be stronger than their gods, and are part of a small group of empowered followers, with things like classic paladin orders being made up of the followers of more than a single god, with all the politics that might imply. Your god might be the god of a single family (like large) or small village, all the way up to some national or internationally recognized deity, this also means that in theory, Champions and Clerics could compete to be a part of the most prestigious divine households, since membership is so limited. - Sorcerers aren't descended from magical creatures, most of which are now spirits (I don't think Spirits can breed, given how they come into existence, but maybe they can, its undecided) instead they're individuals whose souls house spirits-- sometimes this happen via an involuntary sealing, sometimes this is a deal (my thinking on a clan of sorcerers is actually that they would be a family who has a deal they cut with a group of spirits), or grafting parts of a spirits soul onto them. Aasimar, Tieflings, and such, are all magically invested by groups of spirits, kind of like a way of marking them, there are societies where this is analogous to baptism. - Witches practice 'Witchcraft' which is specifically the art of communing with Spirits and drawing on their power through deals and such, which they can study to channel into a kind of psuedo wizardry... in fact Wizardry was developed by Witches who didn't want to rely on spirits anymore, which is why Wizards have to use 'Manathyst' for their casting, as a battery and catalyst for their magic, whereas Witches can get it straight from Spirits, who gather and format it naturally from the world around them. - Barbarians are instinctive warriors explicitly compared to Fighters as technique warriors, they also practice spirit trances (except Fury Instinct) that allow them to reformulate their soul to 'imitate' that of spirits and enable them to draw on innate magical abilities, like those of Giant Instinct, Dragon Instinct, and Spirit Instinct. - In fact, all Martials absorb the world's ambient magic during their training, which their body internalizes to make them capable of super human feats of strength, agility and etc. This is definitively to assert the setting's tone as somewhat 'shonen action fantasy anime' in so far as the action goes, and my explanation for why human sized fighters can meaningfully wound colossal dragons and such. - Oracles are sort of free agents who get a little power from many different gods, their curse is a product of their bodies not being able to adjust to any single god's power, and the sometimes conflicting forces that wash through them, whenever they do anything, they're functionally calling in favors they've haggled for and earned (often in small ways). They don't have to be a member of a Divine Household like Clerics and Champions do. - Primal Magic is life force (as Sage Chakra from Naruto) Druids and other primal magic users can channel from their surroundings, and gather up that energy to use. - Occult Magic is a kind of power produced by the Soul, Bards don't have to use music, but its considered a great way to connect to the Soul, and either apply magic to it, or draw magic from it. - Arcane Magic is an ever so slightly refined 'raw magic' that results from trying to channel magic in as close to its raw form as possible (since each tradition reflects a way in which the energy of magic is processed, and has drawbacks-- which is why they can't all be used for all of the same spells, raw magic could theoretically do everything, but Arcane is as close as anyone can get) through the use of Manathyst. Note that anyone can use Manathyst (its what's meant by 'Material Components' in our setting) but that they process it into the kind of magic they're accustomed to using. [/QUOTE]
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