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Core Classes: More or Less? General or Specific? Static or Customizable?
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<blockquote data-quote="AFGNCAAP" data-source="post: 1252221" data-attributes="member: 871"><p>Thanks for the replies! Keep `em coming!</p><p></p><p>For the most part, I'm happy with the current incarnation of D&D as it is. I still have fond memories of the rather boiled-down system of OD&D as presented in the <em>Rules Cyclopedia</em> (barring the Weapon Mastery stuff).</p><p></p><p>However, I think I'd prefer core classes not to focus on certain aspects such as social class, location (i.e., urban/rural/wild), or similar aspects. That's why (in a way) I wouldn't mind a sort of core-class-per-stat system (like the one I mentioned above). Then again, for something more extreme...</p><p></p><p>Basically, D&D seems to have 3 key aspects/elements to classes: feats, skills, & magic (which includes arcane & divine magic, as well as psionics). Thus, the real core classes could be boiled down to:</p><p></p><p><strong>Fighter:</strong> the feat-intensive class</p><p></p><p><strong>Rogue:</strong> the skill-intensive class</p><p></p><p><strong>Mage:</strong> the magic/power-intensive class (Divine magic, arcane magic, & psychic powers would all be lumped into 1 system/list. Of course, the mage could specialize in certain aspects at the expense of losing access to others.)</p><p></p><p>There could also be "fused" classes that have some focus in 2 or more aspects, but of course, their ability in each aspect is comparitively weaker than of a class that solely focuses on 1 aspect (like fighters, rogues, & mages).</p><p></p><p>Additional core classes could include:</p><p></p><p>A feat/skill-focused class;</p><p></p><p>A feat/magic-focused class;</p><p></p><p>A skill/magic-focused class; &</p><p></p><p>A feat/skill/magic-focused character (able to do a bit of everything, but weaker than either a dual-focus class or a single-focus class).</p><p></p><p>These fused classes could have a slight twist/tweak that couldn't be achieved by merely multiclassing single-focus classes (perhaps better than average hit dice, saves, attack bonuses, or a higher overall average # of skill points/feat slots/spell levels than a straight "even" 10-level/10-level multi-class of 2 single-focus-classes would provide, etc.).</p><p></p><p>PrCs for such a system could be much more focused--they could cover classes such as druids, rangers, paladins, bards, martial-artist monks, pseudo-mystical monks, militant priests/clerics, healing-intensive mages (healers), combat-intensive mages, etc. Also, core classes could lack any sort of AL requirements, while PrCs could include race, class, AL, & other requirements/limitations for characters.</p><p></p><p>On a related side note, Keeping AL requirements to PrCs only (and rather specific AL-related abilities to boot) could allow players to opt for the degree that AL takes place in their game, whether it's as somehwat clear-cut/absolute as the current "compass" system in D&D (Good/Evil, Law/Chaos), more based on a single concept (ala the Honor system in OA), or if it's a bit more ambiguous & adaptable (ala d20 Modern's Alliegiances system).</p><p></p><p>Maybe in such a system (even more so than the class-per-stat one mentioned above), it could be easier to build characters along certain concepts. Even with the fair number of core classes, I've still encountered player frustration at being unable to start of with a certain concept of a character at 1st level (granted, sometimes the player is just thinking too high on the power scale, but other times the player has a good, solid concept that couldn't be executed in the rules as is).</p><p></p><p>I'm not looking for one uber-system to cover all sorts of concepts & genres (ala GURPS), but it's be kinda cool to play a fantasy game that could cover various kinds/types of fantasy settings, & not just one style/brand of fantasy: the LotR RPG is, well, a LotR fantasy game; D&D covers D&D-style fantasy great, but not other kinds (such as LotR, Lankhmar, Conan, or Wheel of Time). I think that the d20 system has that potential, but it could be taken a bit further (not to the mutliclassing extremes of d20 Modern, though).</p><p></p><p>Like I said, I like what's available in D&D--doesn't mean that I'll allow it all. However, I'm concerned that in the drive for more "crunch" in the game, more "core" races, classes, & other material will be produced.</p><p></p><p>Well, keep those responses coming! It's a pretty nice discussion, & a rather even-keeled one, too (I was a bit concerned that it'd get a bit heated).</p></blockquote><p></p>
[QUOTE="AFGNCAAP, post: 1252221, member: 871"] Thanks for the replies! Keep `em coming! For the most part, I'm happy with the current incarnation of D&D as it is. I still have fond memories of the rather boiled-down system of OD&D as presented in the [I]Rules Cyclopedia[/I] (barring the Weapon Mastery stuff). However, I think I'd prefer core classes not to focus on certain aspects such as social class, location (i.e., urban/rural/wild), or similar aspects. That's why (in a way) I wouldn't mind a sort of core-class-per-stat system (like the one I mentioned above). Then again, for something more extreme... Basically, D&D seems to have 3 key aspects/elements to classes: feats, skills, & magic (which includes arcane & divine magic, as well as psionics). Thus, the real core classes could be boiled down to: [B]Fighter:[/B] the feat-intensive class [B]Rogue:[/B] the skill-intensive class [B]Mage:[/B] the magic/power-intensive class (Divine magic, arcane magic, & psychic powers would all be lumped into 1 system/list. Of course, the mage could specialize in certain aspects at the expense of losing access to others.) There could also be "fused" classes that have some focus in 2 or more aspects, but of course, their ability in each aspect is comparitively weaker than of a class that solely focuses on 1 aspect (like fighters, rogues, & mages). Additional core classes could include: A feat/skill-focused class; A feat/magic-focused class; A skill/magic-focused class; & A feat/skill/magic-focused character (able to do a bit of everything, but weaker than either a dual-focus class or a single-focus class). These fused classes could have a slight twist/tweak that couldn't be achieved by merely multiclassing single-focus classes (perhaps better than average hit dice, saves, attack bonuses, or a higher overall average # of skill points/feat slots/spell levels than a straight "even" 10-level/10-level multi-class of 2 single-focus-classes would provide, etc.). PrCs for such a system could be much more focused--they could cover classes such as druids, rangers, paladins, bards, martial-artist monks, pseudo-mystical monks, militant priests/clerics, healing-intensive mages (healers), combat-intensive mages, etc. Also, core classes could lack any sort of AL requirements, while PrCs could include race, class, AL, & other requirements/limitations for characters. On a related side note, Keeping AL requirements to PrCs only (and rather specific AL-related abilities to boot) could allow players to opt for the degree that AL takes place in their game, whether it's as somehwat clear-cut/absolute as the current "compass" system in D&D (Good/Evil, Law/Chaos), more based on a single concept (ala the Honor system in OA), or if it's a bit more ambiguous & adaptable (ala d20 Modern's Alliegiances system). Maybe in such a system (even more so than the class-per-stat one mentioned above), it could be easier to build characters along certain concepts. Even with the fair number of core classes, I've still encountered player frustration at being unable to start of with a certain concept of a character at 1st level (granted, sometimes the player is just thinking too high on the power scale, but other times the player has a good, solid concept that couldn't be executed in the rules as is). I'm not looking for one uber-system to cover all sorts of concepts & genres (ala GURPS), but it's be kinda cool to play a fantasy game that could cover various kinds/types of fantasy settings, & not just one style/brand of fantasy: the LotR RPG is, well, a LotR fantasy game; D&D covers D&D-style fantasy great, but not other kinds (such as LotR, Lankhmar, Conan, or Wheel of Time). I think that the d20 system has that potential, but it could be taken a bit further (not to the mutliclassing extremes of d20 Modern, though). Like I said, I like what's available in D&D--doesn't mean that I'll allow it all. However, I'm concerned that in the drive for more "crunch" in the game, more "core" races, classes, & other material will be produced. Well, keep those responses coming! It's a pretty nice discussion, & a rather even-keeled one, too (I was a bit concerned that it'd get a bit heated). [/QUOTE]
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