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<blockquote data-quote="Estlor" data-source="post: 1955221" data-attributes="member: 7261"><p>Perception plays a large role when it comes to introducing new core classes and whether this is a problem or not.</p><p> </p><p>I think what we're seeing here is a divergence between the implicit goals of the new base classes (and let's not confuse a base class with a core class) presented in the Miniatures Handbook and the Complete series and the implicit demand of a segment of the gaming population. It sounds like people here are wanting base classes to be more general in nature, covering a broad spectrum with abilities that allow the player to create more of a niche character through mixing and matching of possible class benefits. It sounds like the UA method, reducing the class set to a spellcasting class, a fighting class, and a skill using class. (Of course, to finish this method, you would need to turn all the core classes and Complete base classes into prestige classes as necessary to supplement the base three.)</p><p> </p><p>It seems like what the designers were really trying to do was 1) Fill a niche they felt was un(der)represented in 3.5e, 2) Overcome a character concept that is crippled by current rules, or 3) Give us kewl new asian-themed classes. You can argue (rather successfully) that this is the same exact function of a prestige class, but in some instances it would make sense to have this option open to you before 5th-7th level. I think that's the motivating factor behind the swashbuckler, for example. Likewise, the Miniatures Handbook classes were created to give a rules-based grounding for concepts that work well in tabletop strategy games but were missing from the D&D pen and paper rules. I <em>am</em> slightly disappointed that many of their choices are just reprints of base classes from other locations (wu-jen, shugenja, favored soul) instead of fresh perspectives on classes.</p><p> </p><p>What I think would be interesting is a campaign made up entirely of these variant classes. Some of them fall rather nicely. Swashbuckler, Hexblade, and Marshall are your warrior classes, Scout and Spellthief are your expert classes, Mystic (from DL) and Spirit Shaman are your divine classes. The only thing you're really weak on is arcane spellcasters, and a Warlock, Wu-Jen, Warmage grouping isn't quite as broad in scope as a Sorcerer/Wizard can be. A campaign with this sort of class breakdown seems to scream Reniassance era technology in a world torn by constant war where divine spellcasters use the power of superstition and religion to make arcane spellcasters heretics.</p></blockquote><p></p>
[QUOTE="Estlor, post: 1955221, member: 7261"] Perception plays a large role when it comes to introducing new core classes and whether this is a problem or not. I think what we're seeing here is a divergence between the implicit goals of the new base classes (and let's not confuse a base class with a core class) presented in the Miniatures Handbook and the Complete series and the implicit demand of a segment of the gaming population. It sounds like people here are wanting base classes to be more general in nature, covering a broad spectrum with abilities that allow the player to create more of a niche character through mixing and matching of possible class benefits. It sounds like the UA method, reducing the class set to a spellcasting class, a fighting class, and a skill using class. (Of course, to finish this method, you would need to turn all the core classes and Complete base classes into prestige classes as necessary to supplement the base three.) It seems like what the designers were really trying to do was 1) Fill a niche they felt was un(der)represented in 3.5e, 2) Overcome a character concept that is crippled by current rules, or 3) Give us kewl new asian-themed classes. You can argue (rather successfully) that this is the same exact function of a prestige class, but in some instances it would make sense to have this option open to you before 5th-7th level. I think that's the motivating factor behind the swashbuckler, for example. Likewise, the Miniatures Handbook classes were created to give a rules-based grounding for concepts that work well in tabletop strategy games but were missing from the D&D pen and paper rules. I [i]am[/i] slightly disappointed that many of their choices are just reprints of base classes from other locations (wu-jen, shugenja, favored soul) instead of fresh perspectives on classes. What I think would be interesting is a campaign made up entirely of these variant classes. Some of them fall rather nicely. Swashbuckler, Hexblade, and Marshall are your warrior classes, Scout and Spellthief are your expert classes, Mystic (from DL) and Spirit Shaman are your divine classes. The only thing you're really weak on is arcane spellcasters, and a Warlock, Wu-Jen, Warmage grouping isn't quite as broad in scope as a Sorcerer/Wizard can be. A campaign with this sort of class breakdown seems to scream Reniassance era technology in a world torn by constant war where divine spellcasters use the power of superstition and religion to make arcane spellcasters heretics. [/QUOTE]
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