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Defining Traits of the D&D classes
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<blockquote data-quote="Remathilis" data-source="post: 6015107" data-attributes="member: 7635"><p>This is the thread where we begin to discuss what traits do we need to define a class. </p><p></p><p>A Couple Ground rules: </p><p></p><p>1) We work under the assumption that all the PHB1 classes are going to be in the Next PHB as full classes, no exceptions. </p><p>2) Right now, we don't need to worry about the core-four (fighter, cleric, wizard, rogue). They are defined right now. We can still discuss sorcerer and warlock using what we know so far.</p><p>3) Different classes are defined slightly differently to different editions and players. We want to as inclusive as possible. </p><p></p><p>Now, how do we execute this?</p><p></p><p>My initial thoughts</p><p></p><p>Assassin: To me, an assassin has three defining traits that make them different than a rogue: death attack, poison use, and shadow/illusion magic. An assassin isn't going to have the skill mastery or schemes a rogue does, but I think he can make up for that with these three traits. I'd like to see death attack be threshold-based. For example, a 1st level assassin can 1-shot a foe if he has surprise and the foe is below 10 hp. As he gains levels, this threshold rises. If he fails to kill the foe (more hp than threshold) the attack could be a reduced SA (like 1/2 damage dice of a rogue) or just normal attack. This makes assassins great at taking out mooks and weaker foes, but unlikely to one-shot boss monsters. </p><p></p><p>Barbarian: Rage, rage, rage. I'd like to see rage grant different abilities. A whirling dervish could make multiple attacks, a berserker can make single devastating blows, a hulk-like rager could gain DR and defensive bonuses. I also wouldn't mind seeing some of the warden in here with being able to draw off spirit totems and the land to grant defense and supernatural senses. </p><p></p><p>Bard: I've heard "Celtic" roots for this class. Makes me think we'll see less troubadour and more druidic bards. I'd like to see them comfortably fill that "leader" role; able to grant allies bonuses and boons. I'd also like to see them the best diplomat at the game. </p><p></p><p>Paladin: I'd like to see a virtue system in play. A paladin picks a virtue that defines his focus and abilities. A paladin of "honor" is traditional LG paladin. A paladin of piety serves a deity. A paladin of duty is more knight-like and a defender. A paladin of justice is all smitely and loves to take the fight to foes. We can even add vices later for those who want to serve evil. </p><p></p><p>Warlord: I looked back at the marshal (the 3e proto warlord) and think the idea of auras is worth revising. A warlord grants auras that give benefits to allies. He also can grant extra movement, temporary hit points, extra attacks, and re-rolls on saves and attacks. Alternately, if he uses a variant of the fighter's CS, then he could grant allies uses of his CS dice. </p><p></p><p>A few ideas off the top of my head. Yours?</p></blockquote><p></p>
[QUOTE="Remathilis, post: 6015107, member: 7635"] This is the thread where we begin to discuss what traits do we need to define a class. A Couple Ground rules: 1) We work under the assumption that all the PHB1 classes are going to be in the Next PHB as full classes, no exceptions. 2) Right now, we don't need to worry about the core-four (fighter, cleric, wizard, rogue). They are defined right now. We can still discuss sorcerer and warlock using what we know so far. 3) Different classes are defined slightly differently to different editions and players. We want to as inclusive as possible. Now, how do we execute this? My initial thoughts Assassin: To me, an assassin has three defining traits that make them different than a rogue: death attack, poison use, and shadow/illusion magic. An assassin isn't going to have the skill mastery or schemes a rogue does, but I think he can make up for that with these three traits. I'd like to see death attack be threshold-based. For example, a 1st level assassin can 1-shot a foe if he has surprise and the foe is below 10 hp. As he gains levels, this threshold rises. If he fails to kill the foe (more hp than threshold) the attack could be a reduced SA (like 1/2 damage dice of a rogue) or just normal attack. This makes assassins great at taking out mooks and weaker foes, but unlikely to one-shot boss monsters. Barbarian: Rage, rage, rage. I'd like to see rage grant different abilities. A whirling dervish could make multiple attacks, a berserker can make single devastating blows, a hulk-like rager could gain DR and defensive bonuses. I also wouldn't mind seeing some of the warden in here with being able to draw off spirit totems and the land to grant defense and supernatural senses. Bard: I've heard "Celtic" roots for this class. Makes me think we'll see less troubadour and more druidic bards. I'd like to see them comfortably fill that "leader" role; able to grant allies bonuses and boons. I'd also like to see them the best diplomat at the game. Paladin: I'd like to see a virtue system in play. A paladin picks a virtue that defines his focus and abilities. A paladin of "honor" is traditional LG paladin. A paladin of piety serves a deity. A paladin of duty is more knight-like and a defender. A paladin of justice is all smitely and loves to take the fight to foes. We can even add vices later for those who want to serve evil. Warlord: I looked back at the marshal (the 3e proto warlord) and think the idea of auras is worth revising. A warlord grants auras that give benefits to allies. He also can grant extra movement, temporary hit points, extra attacks, and re-rolls on saves and attacks. Alternately, if he uses a variant of the fighter's CS, then he could grant allies uses of his CS dice. A few ideas off the top of my head. Yours? [/QUOTE]
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