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Classes - What we know so far
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<blockquote data-quote="Sadrik" data-source="post: 6274349" data-attributes="member: 14506"><p>So we have 3 updates on the the Sorcerer, Warlock, and Bard. I thought I would discuss in a holistic way all of the classes and what we know.</p><p></p><p>Full Casters</p><p>Bard</p><p>It is hard for me to justify the existence of this class as a specialized enchanter with some skill use and healing thrown in. I think this is a better background and then could easily have been a multiclassed character. Whatever though, it will little be played still as always.</p><p>Cleric</p><p>Default divine caster, will never go away.</p><p>Druid</p><p>This one could have been a specialist Cleric, like in 2e, and could have been a background to boot on top of that. The shapechanging could have been a series of spells. The hallmark features to me feel like background stuff and a limited application of divine magic, in a nature domain. Also if you have to have this class like this open it up to a non-woodsy class too ala, Shugenja.</p><p>Mage</p><p>Default arcane caster, will never go away. I like the idea of pulling the wizard term out and perhaps making that a background or upper level Prestige like ability.</p><p>Sorcerer</p><p>Native magic caster, a psion essentially. I approve and think that this could be broadly applied enough to capture more than just arcane magic but divine and psionic magic as well. We will see how that goes though.</p><p></p><p></p><p>1/2 Casters</p><p>Paladin</p><p>A Divine Fighter, spun in a unique. Sure, and I even like it. Oath's are crappy though. I think they should pick something more influencing like a domain, or even pick avenger, blackgaurd, Lyan (and the other old school paladins) but perhaps don't link them to an alignment. If they can back it up and broaden it, this could be a really neat class. Right now it feels constrained and the Oath is of too little consequence.</p><p>Ranger</p><p>A Druid Fighter, spun in a unique way. Sure. I think something that is really important for me on this is the option of the urban ranger. He does not have to be a woodsman automatically, allow him to also be van helsing.</p><p>Warlock</p><p>I actually like them moving the warlock into a 1/2 Caster role. This is the Arcane Fighter, spun in a unique way. I don't like the pet option and I hope the ranger, paladin and druid do not have pet options or if they have a pet option, it is in an expansion book. Playing two characters, is not something that I would endorse without buying into, as a feat available to anyone I would be ok... but special classes that get pets. Nah.</p><p></p><p>Non-Casters</p><p>Barbarian</p><p>This is the one class that I wish did not exist in D&D 5e. I think its whole premise is off base and it is a class that would be better suited to being merged with the fighter as a sub-class. I am sure all stops will be pulled out to make it as unique as possible from the fighter, but ultimately it is in direct niche competition. I suppose there are Full-Casters in direct niche competition too, therefore this should exist separately. Logically right...</p><p>Fighter</p><p>Default warrior, should exist. But perhaps... they should not be as front loaded with all weapons and armor. Maybe medium armor and then buy into heavy armor with a sub-class. I would also like to see d12 hit die. If Barbarian gets it fighters should too.</p><p>Monk</p><p>It is hard to peg what the Monk should actually do. Are they a full fighter that punches. Do they have supernatural abilities? In this edition there is a parallel paladin and ranger spells. I can see this class being a 1/2 caster and having their spells be supernatural abilities that bump themselves up. Idk, the last version of this class fell way flat for me.</p><p>Rogue</p><p>Default tricky warrior class, I am firmly in the rogues need to be more warriory, but not front line. They need to have a place in combat. Glass cannon warriors is what they have typically been in combat in the past, continue with this concept and give them more tricky options in combat. The out of combat stuff... they are perfectly conceived there and no guidance is even needed.</p><p></p><p>So where does magic come from...</p><p>Granted by supernatural entity --> Cleric, Paladin, Warlock (note a domain can be a philosophical concept, warlock have this option too?)</p><p>Unlock Nature (whatever that is, is it granted or do they study it?) --> Druid, Ranger</p><p>Unlock Universe through study --> Mage</p><p>Innate ability through inborn powers--> Sorcerer</p><p>IDK --> Bard</p><p></p><p>So what are your thoughts and concerns about the classes in a holistic global sense? Will you be able to make the character you want? Are there classes here that do not seem justified or worse are there missing classes?</p></blockquote><p></p>
[QUOTE="Sadrik, post: 6274349, member: 14506"] So we have 3 updates on the the Sorcerer, Warlock, and Bard. I thought I would discuss in a holistic way all of the classes and what we know. Full Casters Bard It is hard for me to justify the existence of this class as a specialized enchanter with some skill use and healing thrown in. I think this is a better background and then could easily have been a multiclassed character. Whatever though, it will little be played still as always. Cleric Default divine caster, will never go away. Druid This one could have been a specialist Cleric, like in 2e, and could have been a background to boot on top of that. The shapechanging could have been a series of spells. The hallmark features to me feel like background stuff and a limited application of divine magic, in a nature domain. Also if you have to have this class like this open it up to a non-woodsy class too ala, Shugenja. Mage Default arcane caster, will never go away. I like the idea of pulling the wizard term out and perhaps making that a background or upper level Prestige like ability. Sorcerer Native magic caster, a psion essentially. I approve and think that this could be broadly applied enough to capture more than just arcane magic but divine and psionic magic as well. We will see how that goes though. 1/2 Casters Paladin A Divine Fighter, spun in a unique. Sure, and I even like it. Oath's are crappy though. I think they should pick something more influencing like a domain, or even pick avenger, blackgaurd, Lyan (and the other old school paladins) but perhaps don't link them to an alignment. If they can back it up and broaden it, this could be a really neat class. Right now it feels constrained and the Oath is of too little consequence. Ranger A Druid Fighter, spun in a unique way. Sure. I think something that is really important for me on this is the option of the urban ranger. He does not have to be a woodsman automatically, allow him to also be van helsing. Warlock I actually like them moving the warlock into a 1/2 Caster role. This is the Arcane Fighter, spun in a unique way. I don't like the pet option and I hope the ranger, paladin and druid do not have pet options or if they have a pet option, it is in an expansion book. Playing two characters, is not something that I would endorse without buying into, as a feat available to anyone I would be ok... but special classes that get pets. Nah. Non-Casters Barbarian This is the one class that I wish did not exist in D&D 5e. I think its whole premise is off base and it is a class that would be better suited to being merged with the fighter as a sub-class. I am sure all stops will be pulled out to make it as unique as possible from the fighter, but ultimately it is in direct niche competition. I suppose there are Full-Casters in direct niche competition too, therefore this should exist separately. Logically right... Fighter Default warrior, should exist. But perhaps... they should not be as front loaded with all weapons and armor. Maybe medium armor and then buy into heavy armor with a sub-class. I would also like to see d12 hit die. If Barbarian gets it fighters should too. Monk It is hard to peg what the Monk should actually do. Are they a full fighter that punches. Do they have supernatural abilities? In this edition there is a parallel paladin and ranger spells. I can see this class being a 1/2 caster and having their spells be supernatural abilities that bump themselves up. Idk, the last version of this class fell way flat for me. Rogue Default tricky warrior class, I am firmly in the rogues need to be more warriory, but not front line. They need to have a place in combat. Glass cannon warriors is what they have typically been in combat in the past, continue with this concept and give them more tricky options in combat. The out of combat stuff... they are perfectly conceived there and no guidance is even needed. So where does magic come from... Granted by supernatural entity --> Cleric, Paladin, Warlock (note a domain can be a philosophical concept, warlock have this option too?) Unlock Nature (whatever that is, is it granted or do they study it?) --> Druid, Ranger Unlock Universe through study --> Mage Innate ability through inborn powers--> Sorcerer IDK --> Bard So what are your thoughts and concerns about the classes in a holistic global sense? Will you be able to make the character you want? Are there classes here that do not seem justified or worse are there missing classes? [/QUOTE]
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