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General Tabletop Discussion
*Pathfinder & Starfinder
Core Classes: What and how many
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<blockquote data-quote="steeldragons" data-source="post: 5786726" data-attributes="member: 92511"><p>"I throw my +3 eraser! Make a reflex save or by blinded and coughing/choking from the resulting ball of chalk dust for d4 rounds! Then I whip out my silver-edged ruler and move in invoking my 'Advanced Knuckle Smack' feat!" <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /> </p><p></p><p></p><p></p><p>Yes. It does not quite say "Heroic adventure/exploration of excitement for fame and fortune." </p><p></p><p>I'm reminded of a cartoon from the 1e DMG which a bunch of adventurers around the gaming table explaining to a comrade that they are playing "Taxes & Townhomes" or "People & Professions" or something like that. hahaha.</p><p></p><p></p><p></p><p>Well, I get your point, but since the GAME is referencing fictional/literary archetypes, like it does (or should do) for all of the other classes....not seeking to simulate real world neo-paganism, I think we'd be ok. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> You don't here all of the real world Paladins and Bards making a big stink, now do you? </p><p></p><p>Personally, my own game world's "Shaman" class would actually serve to make a decent "Witch", given I worked out all kinds of "spirit world" and "Hex" powers for them and fits the anthropological "witch" archetype. But the idea that it would be a "Divine" sub-class as opposed to an "Arcane" one might throw people off/stunt imagination.The "Thaumaturge", also, could be easily fluffed/flavoured as a "Witch" character, I suppose. </p><p></p><p>So I could totally see altering my list to incorporate a "Witch" MU sub-class, instead of "Specialist Mages"...for a core/basic set. If for no other reason than page count, since to introduce Specialists, you're looking at detailing 8 (I would probably start with 4) different specialties and their individual powers. They could definitely be held off for a "Complete Mage" expansion book...which could/might also introduce some form of everyone's so-beloved "Warlock" and/or "Sorcerer" (though gods I hate that distinction/rift of Sorcerer v. Wizard")</p><p></p><p>With that in mind, the revised list would look something like this..."D&D: Masters & Casters", if you would:</p><p></p><p>"Priests" (Divine Casters)</p><p>--Cleric: Divine-base spells/powers, all armor, limited weapons</p><p>--Druid: Nature-base spells/powers, limtied armor, limited weapons</p><p>--Shaman: "Primal"/Spirit-base spells/powers, limited armor, limited weapons</p><p></p><p>"Warriors" (Martial Masters)</p><p>--Barbarian: "Primal"-base skills/powers, limited armor, all weapons</p><p>--Fighter: "Martial"/Combat-base skills/powers, all armor, all weapons</p><p>--Paladin: Divine-base skills/powers (no spell use!), all armor, all weapons</p><p>--Ranger: Nature-base skills/powers (no spell use!), limited armor, all weapons</p><p></p><p>"Mages" (Arcane caster)</p><p>--Thaumaturge: Divine-flavored ritual caster, Divine & Arcane spell list/powers, no armor, limited weapons</p><p>--Witch: "Primal" (or Natural if you prefer/might be better to emphasize the difference from the Shaman?)-flavored caster, potion maker, Spirit (or Nature) & Arcane spell list/powers, no armor, limited weapons.</p><p>--Wizard: Arcane caster, full access to all Arcane skills/powers, no armor, limited weapons. </p><p></p><p>"Rogues" (Skill Masters)</p><p>--"Avenger" (borrowing the name for lack of a better one since many people seem to really want "Assassins", but I think the name carries too much "evil"weight. So for lack of a better title, at the moment, we'll go with "Avenger" so that you can effectively be an "Assaassin" or Batman-esque vigilante of any alignment): Martial/Combat-based skills/powers, Thieves Abilities, limited armor, all weapons</p><p>--Bard: Nature-based skills/powers, magic effected through their music, access to some Divine, some Nature and some Arcane (Illusion) effects, some Thieve's Abilities, limited armor, limited weapons</p><p>--Thief: Martial/Combat-base skills/powers (Sneak attacks, AoO, and the like), Thieves Abilities, limited armor, limited (no two-handed, except bows) weapons</p><p></p><p>Soooo, the "power/base" breakdown is...</p><p>Arcane: Thaumaturges, Witches, Wizards (mixed: Shamans, Bards)</p><p>Divine: Clerics, Paladins (mixed: Thaumaturges, Bards)</p><p>Martial: Avengers, Fighters, Thieves (mixed: Paladins, Rangers, Barbarians)</p><p>Nature: Druids, Rangers, Bards (mixed: possibly Witches)</p><p>Primal/Spirit: Barbarians, Shamans (mixed: possibly Witches)</p><p></p><p>Casters: Bards, Clerics, Druids, Shamans, Thaumaturges, Witches, Wizards </p><p>Non-casters: Avengers, Barbarians, Fighters, Paladins, Rangers, Thieves</p><p></p><p>An even...13?...if anything, as much as I like the idea of a Divine-flavored arcane caster, I suppose the weakest "archetype" here is Thaumaturge. So I could take that out to make a nice round "12 base classes" which seems to be consensus for a golden number...</p><p></p><p>OR, add in another Warrior class, "Knight/Cavalier" as Lanefan suggests/wants, to round up to 14, 7 casters, 7 non-casters, and even it out that way.</p><p></p><p>Off the top of my head, I'd say it would look something like this:</p><p>"Cavalier/Knight" OO! How about "Crusader" instead?: Martial/Combat base skills/powers, specific/additional "mounted" skills/powers, all armor (focus on heavy), limited weapons (range of options limited to focus on those used from horseback and for face-to-face dualing. Use of a daggers or bows, for example, would be seen as a "coward's weapon") </p><p></p><p></p><p></p><p></p><p>See, I really don't see this as a strong enough archetype in and of itself to warrant a separate class...any Cleric of a "battle/war" deitywould have this kind of "increased combat spell range/effectiveness, limited healing spells/effectiveness". One could make the argument to extend it to deities of things like Storms or the Sun or what have you, as long as the religion/deity is fluffed to be battle-focused.</p><p></p><p></p><p></p><p>It's all in the Complete Mages Compendium, due out on the second Tuesday of Not Yet...since this is all speculation on our part <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" />. But the more I think about it, the more "specialist mages" don't need to be presented as "beginner/opening set" classes. </p><p></p><p>--SD</p></blockquote><p></p>
[QUOTE="steeldragons, post: 5786726, member: 92511"] "I throw my +3 eraser! Make a reflex save or by blinded and coughing/choking from the resulting ball of chalk dust for d4 rounds! Then I whip out my silver-edged ruler and move in invoking my 'Advanced Knuckle Smack' feat!" :D Yes. It does not quite say "Heroic adventure/exploration of excitement for fame and fortune." I'm reminded of a cartoon from the 1e DMG which a bunch of adventurers around the gaming table explaining to a comrade that they are playing "Taxes & Townhomes" or "People & Professions" or something like that. hahaha. Well, I get your point, but since the GAME is referencing fictional/literary archetypes, like it does (or should do) for all of the other classes....not seeking to simulate real world neo-paganism, I think we'd be ok. ;) You don't here all of the real world Paladins and Bards making a big stink, now do you? Personally, my own game world's "Shaman" class would actually serve to make a decent "Witch", given I worked out all kinds of "spirit world" and "Hex" powers for them and fits the anthropological "witch" archetype. But the idea that it would be a "Divine" sub-class as opposed to an "Arcane" one might throw people off/stunt imagination.The "Thaumaturge", also, could be easily fluffed/flavoured as a "Witch" character, I suppose. So I could totally see altering my list to incorporate a "Witch" MU sub-class, instead of "Specialist Mages"...for a core/basic set. If for no other reason than page count, since to introduce Specialists, you're looking at detailing 8 (I would probably start with 4) different specialties and their individual powers. They could definitely be held off for a "Complete Mage" expansion book...which could/might also introduce some form of everyone's so-beloved "Warlock" and/or "Sorcerer" (though gods I hate that distinction/rift of Sorcerer v. Wizard") With that in mind, the revised list would look something like this..."D&D: Masters & Casters", if you would: "Priests" (Divine Casters) --Cleric: Divine-base spells/powers, all armor, limited weapons --Druid: Nature-base spells/powers, limtied armor, limited weapons --Shaman: "Primal"/Spirit-base spells/powers, limited armor, limited weapons "Warriors" (Martial Masters) --Barbarian: "Primal"-base skills/powers, limited armor, all weapons --Fighter: "Martial"/Combat-base skills/powers, all armor, all weapons --Paladin: Divine-base skills/powers (no spell use!), all armor, all weapons --Ranger: Nature-base skills/powers (no spell use!), limited armor, all weapons "Mages" (Arcane caster) --Thaumaturge: Divine-flavored ritual caster, Divine & Arcane spell list/powers, no armor, limited weapons --Witch: "Primal" (or Natural if you prefer/might be better to emphasize the difference from the Shaman?)-flavored caster, potion maker, Spirit (or Nature) & Arcane spell list/powers, no armor, limited weapons. --Wizard: Arcane caster, full access to all Arcane skills/powers, no armor, limited weapons. "Rogues" (Skill Masters) --"Avenger" (borrowing the name for lack of a better one since many people seem to really want "Assassins", but I think the name carries too much "evil"weight. So for lack of a better title, at the moment, we'll go with "Avenger" so that you can effectively be an "Assaassin" or Batman-esque vigilante of any alignment): Martial/Combat-based skills/powers, Thieves Abilities, limited armor, all weapons --Bard: Nature-based skills/powers, magic effected through their music, access to some Divine, some Nature and some Arcane (Illusion) effects, some Thieve's Abilities, limited armor, limited weapons --Thief: Martial/Combat-base skills/powers (Sneak attacks, AoO, and the like), Thieves Abilities, limited armor, limited (no two-handed, except bows) weapons Soooo, the "power/base" breakdown is... Arcane: Thaumaturges, Witches, Wizards (mixed: Shamans, Bards) Divine: Clerics, Paladins (mixed: Thaumaturges, Bards) Martial: Avengers, Fighters, Thieves (mixed: Paladins, Rangers, Barbarians) Nature: Druids, Rangers, Bards (mixed: possibly Witches) Primal/Spirit: Barbarians, Shamans (mixed: possibly Witches) Casters: Bards, Clerics, Druids, Shamans, Thaumaturges, Witches, Wizards Non-casters: Avengers, Barbarians, Fighters, Paladins, Rangers, Thieves An even...13?...if anything, as much as I like the idea of a Divine-flavored arcane caster, I suppose the weakest "archetype" here is Thaumaturge. So I could take that out to make a nice round "12 base classes" which seems to be consensus for a golden number... OR, add in another Warrior class, "Knight/Cavalier" as Lanefan suggests/wants, to round up to 14, 7 casters, 7 non-casters, and even it out that way. Off the top of my head, I'd say it would look something like this: "Cavalier/Knight" OO! How about "Crusader" instead?: Martial/Combat base skills/powers, specific/additional "mounted" skills/powers, all armor (focus on heavy), limited weapons (range of options limited to focus on those used from horseback and for face-to-face dualing. Use of a daggers or bows, for example, would be seen as a "coward's weapon") See, I really don't see this as a strong enough archetype in and of itself to warrant a separate class...any Cleric of a "battle/war" deitywould have this kind of "increased combat spell range/effectiveness, limited healing spells/effectiveness". One could make the argument to extend it to deities of things like Storms or the Sun or what have you, as long as the religion/deity is fluffed to be battle-focused. It's all in the Complete Mages Compendium, due out on the second Tuesday of Not Yet...since this is all speculation on our part ;). But the more I think about it, the more "specialist mages" don't need to be presented as "beginner/opening set" classes. --SD [/QUOTE]
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