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Classes: You're designing the next PHB, and...
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<blockquote data-quote="MoogleEmpMog" data-source="post: 2325974" data-attributes="member: 22882"><p>IMO, the core 11 should be MECHANICALLY different from one another. Flavor is completely irrelevant, as these are the classes you mold your campaign from, not the ones that mold your campaign.</p><p></p><p>With that in mind, I voted for:</p><p></p><p><strong>Artificer</strong> </p><p>The artificer has a unique schtick which isn't all that appropriate for PCs, but is absolutely needed for NPCs and can work for PCs.</p><p>In some way weaker than in 3e.</p><p><strong>Cleric</strong></p><p>I hate the arcane/divine divide, but mechanically the cleric class has a necessary function as a building block - it's the core fighter/mage class.</p><p>As in 3e, but with bard spellcasting progression.</p><p><strong>Fighter</strong></p><p>Again, a necessary building-block class. PrCs, feats and multiclassing produce advanced fighters like the ranger and paladin.</p><p>4 sp/level and true high-level feats, but otherwise unchanged.</p><p><strong>Marshal</strong></p><p>I love buffing classes, and the marshal is mechanically unique as a non-magical buffer. He's also a combat oriented non-fighter, good for aristocrat-type NPCs.</p><p>Identical to his current form.</p><p><strong>Monk</strong></p><p>The monk fills the 'light, fast-hitting fighter' role. As a skirmisher with a focus on combat, he's an important building block class.</p><p>Loses his magical high-level abilities, possibly in return for 1/1 BAB.</p><p><strong>Psychic Warrior</strong> </p><p>The second fighter/mage core class, the psychic warrior is to the monk what the cleric is to the fighter.</p><p>Identical to his current form.</p><p><strong>Rogue</strong> </p><p>Unambiguously the skill-based character core class. He's probably the best-designed PHB core class, flexible yet functional and scaling.</p><p>Identical to his current form, possibly called 'expert.'</p><p><strong>Scout</strong> </p><p>The non-magical 'nature boy' core class. Necessary as a prerequisite for specialized natural classes like druid (scout-cleric) and ranger (scout-fighter-cleric).</p><p>Identical to his current form.</p><p><strong>Warlock</strong> </p><p>Strictly better design than the wizard-clone sorcerer, a mechanically distinct caster class with a lot to add.</p><p>Similar to his current form, but without the 'eeeeevil' flavor.</p><p><strong>Wilder</strong> </p><p>Unlike the psion (a point system wizard), the wilder is truly a mechanically distinct clas that offers something no other class does.</p><p>Identical to his current form.</p><p><strong>Wizard</strong> </p><p>The pure caster, and the only one with a wealth of high-level spells. Obviously, with the other changes, he's mechanically distinct.</p><p>Identical to his current form.</p></blockquote><p></p>
[QUOTE="MoogleEmpMog, post: 2325974, member: 22882"] IMO, the core 11 should be MECHANICALLY different from one another. Flavor is completely irrelevant, as these are the classes you mold your campaign from, not the ones that mold your campaign. With that in mind, I voted for: [B]Artificer[/B] The artificer has a unique schtick which isn't all that appropriate for PCs, but is absolutely needed for NPCs and can work for PCs. In some way weaker than in 3e. [B]Cleric[/B] I hate the arcane/divine divide, but mechanically the cleric class has a necessary function as a building block - it's the core fighter/mage class. As in 3e, but with bard spellcasting progression. [B]Fighter[/B] Again, a necessary building-block class. PrCs, feats and multiclassing produce advanced fighters like the ranger and paladin. 4 sp/level and true high-level feats, but otherwise unchanged. [B]Marshal[/B] I love buffing classes, and the marshal is mechanically unique as a non-magical buffer. He's also a combat oriented non-fighter, good for aristocrat-type NPCs. Identical to his current form. [B]Monk[/B] The monk fills the 'light, fast-hitting fighter' role. As a skirmisher with a focus on combat, he's an important building block class. Loses his magical high-level abilities, possibly in return for 1/1 BAB. [B]Psychic Warrior[/B] The second fighter/mage core class, the psychic warrior is to the monk what the cleric is to the fighter. Identical to his current form. [B]Rogue[/B] Unambiguously the skill-based character core class. He's probably the best-designed PHB core class, flexible yet functional and scaling. Identical to his current form, possibly called 'expert.' [B]Scout[/B] The non-magical 'nature boy' core class. Necessary as a prerequisite for specialized natural classes like druid (scout-cleric) and ranger (scout-fighter-cleric). Identical to his current form. [B]Warlock[/B] Strictly better design than the wizard-clone sorcerer, a mechanically distinct caster class with a lot to add. Similar to his current form, but without the 'eeeeevil' flavor. [B]Wilder[/B] Unlike the psion (a point system wizard), the wilder is truly a mechanically distinct clas that offers something no other class does. Identical to his current form. [B]Wizard[/B] The pure caster, and the only one with a wealth of high-level spells. Obviously, with the other changes, he's mechanically distinct. Identical to his current form. [/QUOTE]
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