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General Tabletop Discussion
*TTRPGs General
Core Classes: More or Less? General or Specific? Static or Customizable?
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<blockquote data-quote="Wraith Form" data-source="post: 1258803" data-attributes="member: 10789"><p>Gimme core classes. LOTS of 'em. Make new ones up, if you have to. I'd prefer a larger range of core classes vs. a mountain of PrCs. (We've all seen a thousand variations of the same PrC in products made by different companies.) Is that encouraging the corruption the "archtypes"? Sure! Change is good! This is a role-playing game--make up <em>new</em> classes, <em>new</em> archtypes! How do you think the current archtypes came about?!?</p><p> </p><p> An example? I feel that there should be a series of "jack-of-all-trades" combos like Bards (and, to a certain extent, Monks), that merge aspects of several different core classes into one. We'll use a Rogue offshoot (since I like rogues)--take all the "sneaky bastard" elements of Rogues, Rangers, Barbarians and any spellcaster class (<em>spider climb </em>x3 day, for example) and you have a powerful assassin/ninja type jack-of-all-trades. Has this been done before? Sure! Kingdoms of Kalamar has an infiltrator, as does Mongose's Power class series. I'm just throwing out ideas.</p><p> </p><p> Another example? Why can't certain monster Special Attacks be attached to elements of a core class to create something new and different? Add some rogue abilities (i.e. sneak attack) to <em>teleport without error</em> (which was the essence of a monster's Special Attack that I was looking at 10 minutes ago) as a class ability and <em>viola</em>--you now have a class that can pull stunts like Kurt "BAMF" Wagner, the Nightcrawler of X-Men fame!</p><p> </p><p> Naturally, these would have to be written in such a way that game balance is achieved--I'm merely trying to throw some ideas out there to overcome paradigm paralysis and get the collective brain cells stimulated.</p></blockquote><p></p>
[QUOTE="Wraith Form, post: 1258803, member: 10789"] Gimme core classes. LOTS of 'em. Make new ones up, if you have to. I'd prefer a larger range of core classes vs. a mountain of PrCs. (We've all seen a thousand variations of the same PrC in products made by different companies.) Is that encouraging the corruption the "archtypes"? Sure! Change is good! This is a role-playing game--make up [i]new[/i] classes, [i]new[/i] archtypes! How do you think the current archtypes came about?!? An example? I feel that there should be a series of "jack-of-all-trades" combos like Bards (and, to a certain extent, Monks), that merge aspects of several different core classes into one. We'll use a Rogue offshoot (since I like rogues)--take all the "sneaky bastard" elements of Rogues, Rangers, Barbarians and any spellcaster class ([i]spider climb [/i]x3 day, for example) and you have a powerful assassin/ninja type jack-of-all-trades. Has this been done before? Sure! Kingdoms of Kalamar has an infiltrator, as does Mongose's Power class series. I'm just throwing out ideas. Another example? Why can't certain monster Special Attacks be attached to elements of a core class to create something new and different? Add some rogue abilities (i.e. sneak attack) to [i]teleport without error[/i] (which was the essence of a monster's Special Attack that I was looking at 10 minutes ago) as a class ability and [i]viola[/i]--you now have a class that can pull stunts like Kurt "BAMF" Wagner, the Nightcrawler of X-Men fame! Naturally, these would have to be written in such a way that game balance is achieved--I'm merely trying to throw some ideas out there to overcome paradigm paralysis and get the collective brain cells stimulated. [/QUOTE]
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