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<blockquote data-quote="Wednesday Boy" data-source="post: 5668917" data-attributes="member: 53678"><p>I can see where you're coming from because <u>not having</u> permanent phasing departs from the traditional image of ghosts and <u>having</u> permanent phasing would give the character a lot of room for circumventing many mundane challenges. (I don't think insubstantial is as much of a concern since it doesn't have a cinematic effect. It just translates to having extra staying power.)</p><p> </p><p>But I think there's room to balancing the two so the character feels like a ghost while not being overly powerful. Since I can accept that a vampire doesn't get to turn into mist (Gaseous Form) until 10th level for balance reasons, it's not difficult for me to concede that a ghost class shouldn't get permanent phasing early either (regardless of how much I would want it). I can understand how it is a strike against the concept and potentially enough of a departure from the iconic image of a ghost to dissuade WotC from attempting to make it a class.</p><p> </p><p>The element that I think a ghost class has over a werewolf class is that there are a number of iconic ghostly themes that could lend themselves to interesting and varied suite of powers: spooking, invisibility, phasing, death touch, poltergeisting, etc. Werewolves, on the other hand, don't have much going for them besides animal form, human form, and hybrid form. I don't see much room to develop a unique class from those elements that couldn't be covered with a theme (like the Pack Outcast from Neverwinter CG) or bloodline feats (like the Vampire Heritage feats).</p><p> </p><p>But I'm not a creative game developer (although I am slowly trying to put together a ghost class of my own) and the WotC folks are. It would not surprise me at all if they developed an ghost or werewolf class that I found interesting and enjoyable to play!</p></blockquote><p></p>
[QUOTE="Wednesday Boy, post: 5668917, member: 53678"] I can see where you're coming from because [U]not having[/U] permanent phasing departs from the traditional image of ghosts and [U]having[/U] permanent phasing would give the character a lot of room for circumventing many mundane challenges. (I don't think insubstantial is as much of a concern since it doesn't have a cinematic effect. It just translates to having extra staying power.) But I think there's room to balancing the two so the character feels like a ghost while not being overly powerful. Since I can accept that a vampire doesn't get to turn into mist (Gaseous Form) until 10th level for balance reasons, it's not difficult for me to concede that a ghost class shouldn't get permanent phasing early either (regardless of how much I would want it). I can understand how it is a strike against the concept and potentially enough of a departure from the iconic image of a ghost to dissuade WotC from attempting to make it a class. The element that I think a ghost class has over a werewolf class is that there are a number of iconic ghostly themes that could lend themselves to interesting and varied suite of powers: spooking, invisibility, phasing, death touch, poltergeisting, etc. Werewolves, on the other hand, don't have much going for them besides animal form, human form, and hybrid form. I don't see much room to develop a unique class from those elements that couldn't be covered with a theme (like the Pack Outcast from Neverwinter CG) or bloodline feats (like the Vampire Heritage feats). But I'm not a creative game developer (although I am slowly trying to put together a ghost class of my own) and the WotC folks are. It would not surprise me at all if they developed an ghost or werewolf class that I found interesting and enjoyable to play! [/QUOTE]
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