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Class is in Session: Defining Heroes
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<blockquote data-quote="steeldragons" data-source="post: 5725120" data-attributes="member: 92511"><p>[OP note: Having no "cross-edition" D&D prefix, nor something for specific Character/class creation (as opposed to "building") I guess this is the best/closest prefix. The object of the thread, however, is defining D&D (or similar FRPG) classes]</p><p></p><p>Given a few "Class" specific or questioning threads/posts of late ("What you can't live with out", Class vs. Classless, adding/expanding Feats, and others) I began to think about what makes a particular class <em>that </em>class?</p><p></p><p>What is necessary for a "fighter" to be a "fighter" versus a "ranger" or (though I profess no understanding of 4e classes) a "warlord."</p><p></p><p>When you boil them down, how is a druid <em>not</em> a cleric? A cleric <em>not</em> a paladin? A paladin<em> not</em> a fighter?</p><p></p><p>Not so much in a "crunch" kind of way...though certainly, obviously, most of the special abilities/particular skills and allowances of the various classes are and have mechanical significance that helps in defining the particular class "flavor."</p><p></p><p>So, just off of the top of my head, here's what I've been coming up with. </p><p></p><p>Feel free to agree/disagree/amend/add something you think <em>intrinsic </em>to the class I may have forgotten or overlooked (or, just plain something you consider essential that I do/have not).</p><p></p><p>[I will be operating from a pre-3e perspective. But interpretations from any/all editions are, of course, welcome. No edition flaming/warring please and thank you.]</p><p></p><p>Warrior-types:</p><p>Fighter: Any Armor. Any weapon. Weapon specialization possible. Knowledge and skills in almost any area possible. Most desired high stat: Strength.</p><p></p><p>Ranger: Any armor (lighter varieties preferred). Any weapon. Bow specialization. The Original Two-weapon-fighter (if you want to be technically by the book. Personally I allow TWF as a skill for any ranger, rogue or fighter...and certain barbarian tribes). Tracking, Survival skills, Stealth and Animal husbandry. Most desired high stat: Constitution and Dexterity (though, yes, I know others were necessary, RAW, to be able to be a ranger in the first place.) </p><p></p><p>Paladin: Any armor (heavier varieties preferred). Any weapon. Divinely-imbued powers (though I don't count "spell-use" among them. But the laying on hands, protections, immunities...that sort of thing). Tactical and religious knowledge/skills. Most desired high stat: Strength and Wisdom.</p><p></p><p>Barbarian: Light armor. Any weapon. "Beserker rage"/Copious amounts of damage. Resistance to and distrust of magic. Tracking, Survival skills, Stealth. Most desired stat: Strength and Constitution. </p><p></p><p>--SD</p></blockquote><p></p>
[QUOTE="steeldragons, post: 5725120, member: 92511"] [OP note: Having no "cross-edition" D&D prefix, nor something for specific Character/class creation (as opposed to "building") I guess this is the best/closest prefix. The object of the thread, however, is defining D&D (or similar FRPG) classes] Given a few "Class" specific or questioning threads/posts of late ("What you can't live with out", Class vs. Classless, adding/expanding Feats, and others) I began to think about what makes a particular class [I]that [/I]class? What is necessary for a "fighter" to be a "fighter" versus a "ranger" or (though I profess no understanding of 4e classes) a "warlord." When you boil them down, how is a druid [I]not[/I] a cleric? A cleric [I]not[/I] a paladin? A paladin[I] not[/I] a fighter? Not so much in a "crunch" kind of way...though certainly, obviously, most of the special abilities/particular skills and allowances of the various classes are and have mechanical significance that helps in defining the particular class "flavor." So, just off of the top of my head, here's what I've been coming up with. Feel free to agree/disagree/amend/add something you think [I]intrinsic [/I]to the class I may have forgotten or overlooked (or, just plain something you consider essential that I do/have not). [I will be operating from a pre-3e perspective. But interpretations from any/all editions are, of course, welcome. No edition flaming/warring please and thank you.] Warrior-types: Fighter: Any Armor. Any weapon. Weapon specialization possible. Knowledge and skills in almost any area possible. Most desired high stat: Strength. Ranger: Any armor (lighter varieties preferred). Any weapon. Bow specialization. The Original Two-weapon-fighter (if you want to be technically by the book. Personally I allow TWF as a skill for any ranger, rogue or fighter...and certain barbarian tribes). Tracking, Survival skills, Stealth and Animal husbandry. Most desired high stat: Constitution and Dexterity (though, yes, I know others were necessary, RAW, to be able to be a ranger in the first place.) Paladin: Any armor (heavier varieties preferred). Any weapon. Divinely-imbued powers (though I don't count "spell-use" among them. But the laying on hands, protections, immunities...that sort of thing). Tactical and religious knowledge/skills. Most desired high stat: Strength and Wisdom. Barbarian: Light armor. Any weapon. "Beserker rage"/Copious amounts of damage. Resistance to and distrust of magic. Tracking, Survival skills, Stealth. Most desired stat: Strength and Constitution. --SD [/QUOTE]
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