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Classes: You're designing the next PHB, and...
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<blockquote data-quote="Mercule" data-source="post: 2326027" data-attributes="member: 5100"><p><strong>Essentially unchanged in concept:</strong></p><p><strong> Fighter</strong> -- Cornerstone class. The "sword" part of "sword and sorcery".</p><p><strong> Rogue</strong> -- About the only change would be to allow sneak attack to be swapped for something less combative.</p><p><strong> Wizard</strong> -- The other half of sword and sorcery. Spell points would be fine, though. As would a d6 HD, but those aren't big changes to the <em>class</em>.</p><p><strong> Warlock</strong> -- Sorcerer done right. Just add an expanded list of Invocations</p><p><strong> Artificer</strong> -- The alchemist/artificer has been done in many editions, multiple times. It's time to recognize it in the core rules. The Eberron version is nice and workable.</p><p> </p><p><strong>Somewhat altered in concept:</strong></p><p><strong> Cleric</strong> -- I'd remove the combat priest and make it more of a priest, with warlike clerics needing to multiclass to Fighter (etc.). Also, change the turn undead to allow pretty much any variant use that's been presented to be the option at 1st level -- better yet, have it determined by domain. If done right, the druid could be rolled into the class. Finally, find a middle-ground between the 3.x domains and the 2E spheres.</p><p><strong> Ranger</strong> -- Make this a more generic wildlander. Hybridize with Barbarian, so the class is hardier than the Fighter. Drop Evasion in favor of Uncanny dodge. Ditch TWF. Allow options in place of being homicidal (favored enemy, rage, combat style, favored terrain, skirmish).</p><p><strong> Swashbuckler</strong> -- Represents a skilled, light-weight fighter, whether that's a swordsman or a martial artist. Don't have mystic abilities or abilities that depend on sword-play. Boost AC, give attack benefits.</p><p> </p><p><strong>Thrown in to round things out:</strong></p><p><strong> Bard</strong> -- Could be rolled into rogue, if done right, but there does need to be some way to fill both the magical music archetype and the supernaturally charismatic archetype.</p><p><strong> Spellthief</strong> -- This concept makes so much sense in a fantasy setting.</p><p><strong> Wilder</strong> -- I see psionics as being odd mutations, so the Wilder makes the most sense.</p></blockquote><p></p>
[QUOTE="Mercule, post: 2326027, member: 5100"] [b]Essentially unchanged in concept:[/b] [b] Fighter[/b] -- Cornerstone class. The "sword" part of "sword and sorcery". [b] Rogue[/b] -- About the only change would be to allow sneak attack to be swapped for something less combative. [b] Wizard[/b] -- The other half of sword and sorcery. Spell points would be fine, though. As would a d6 HD, but those aren't big changes to the [i]class[/i]. [b] Warlock[/b] -- Sorcerer done right. Just add an expanded list of Invocations [b] Artificer[/b] -- The alchemist/artificer has been done in many editions, multiple times. It's time to recognize it in the core rules. The Eberron version is nice and workable. [b]Somewhat altered in concept:[/b] [b] Cleric[/b] -- I'd remove the combat priest and make it more of a priest, with warlike clerics needing to multiclass to Fighter (etc.). Also, change the turn undead to allow pretty much any variant use that's been presented to be the option at 1st level -- better yet, have it determined by domain. If done right, the druid could be rolled into the class. Finally, find a middle-ground between the 3.x domains and the 2E spheres. [b] Ranger[/b] -- Make this a more generic wildlander. Hybridize with Barbarian, so the class is hardier than the Fighter. Drop Evasion in favor of Uncanny dodge. Ditch TWF. Allow options in place of being homicidal (favored enemy, rage, combat style, favored terrain, skirmish). [b] Swashbuckler[/b] -- Represents a skilled, light-weight fighter, whether that's a swordsman or a martial artist. Don't have mystic abilities or abilities that depend on sword-play. Boost AC, give attack benefits. [b]Thrown in to round things out:[/b] [b] Bard[/b] -- Could be rolled into rogue, if done right, but there does need to be some way to fill both the magical music archetype and the supernaturally charismatic archetype. [b] Spellthief[/b] -- This concept makes so much sense in a fantasy setting. [b] Wilder[/b] -- I see psionics as being odd mutations, so the Wilder makes the most sense. [/QUOTE]
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