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Defining Traits of the D&D classes
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<blockquote data-quote="ferratus" data-source="post: 6015338" data-attributes="member: 55966"><p><strong>Assassin</strong>: I agree with Mearls that sneak attack is an assassin ability rather than 'roguish" per se. So if sneak attack remains in the rogue's stable, then you might as well make the assassin a scheme or specialty of the rogue. I do not agree that shadow magic and illusions are necessary for the assassin, and I hated non-executioner 4e rogues because of it. </p><p></p><p><strong>Barbarian</strong>: Personally, I want this to be a background/beserker fighter specialization. Being a fighter who goes berserk just isn't enough to build a class around. 4e had totem and primal powers, which at least justified another class, but you can't make Conan with that. I suppose someone could come up with new mechanics to justify it, ala the sorcerer, but they have to be pretty good mechanics for me to give a fig leaf about it. I do agree though that rage and some wilderness skill makes an iconic barbarian.</p><p></p><p><strong>Bard</strong>: Lose the jack of all trades aspect, and double down on abilities that give him prophecy, lore, enchantment spells, and satirizing his opponents so they lose their power. </p><p></p><p><strong>Cleric</strong>: I really wish clerics weren't vancian casters, but invokers of miracles. One person described the wizard as being someone who was sitting on a bomb, but that isn't the wizard to me. That's the cleric, because he is invoking the power of a god. So I'd like the cleric to be primarily a ritual based caster for his blessings and healing, with a few level-disproportionate big booms that may not go off.</p><p></p><p><strong>Druid</strong>: Druid doesn't really need to change much. Shape-changing, terrain control, and weather. Can pretty much function as he always has. Could be a variant cleric, but I'd rather see him as a variant wizard ala the warlock and sorcerer, with a little bit of healing.</p><p></p><p><strong>Fighter</strong> Combat superiority dice and fighting styles seem to have this well in hand. </p><p></p><p><strong>Paladin</strong> A paladin is essentially a hybrid class of a pious fighter and a martial cleric. If 5e has hybrid classes like 4e did, this is where it should probably show up. Mearls also mentioned prestige classes, and this might be a good candidate for that as well. If however it only has the flavour text and mechanics that 1e-4e gave us, he doesn't really justify his own class.</p><p></p><p><strong>Ranger</strong>: A ranger has to be self-sufficient and is the true jack of all trades. Anything that allows the ranger to survive on his own without other party members is what a ranger needs to have. If he is merely a wilderness fighter, then he doesn't really justify class status.</p><p></p><p><strong>Rogue/Thief</strong> He should live the steal, look for every opportunity to cheat, and be a slippery, sneaky, no good bastard. This should colour everything he does, including fighting. No whirling light blade dervishes of death please. That's the assassin.</p><p></p><p><strong>Sorcerer</strong>: The bloodlines are pretty cool, so that seems to be done. Should be kept for the advanced player's guide though, since it is not strictly necessary.</p><p></p><p><strong>Wizard</strong>: Vancian casting is D&D. I wish we could abolish spell levels though, and just have spells modified by how powerful the wizard is. Even utility spells aren't impossible to fit if you combine a few together. (ie. feather fall, levitate, and fly could all be the same spell, growing in power as the wizard levels up).</p><p></p><p><strong>Warlock</strong>: Like the pacts and rituals of this class, but the 5 minute spellcasting doesn't really make sense for the flavour text. I'd like this class to be the at-will spellcasting class again, with ritual hexes and curses. I also wouldn't mind a little more subtlety than the eldritch blast. Also a candidate for an advanced player's guide.</p><p></p><p><strong>Warlord</strong>: Another candidate for the advanced player's guide, but auras are all wrong for the warlord. They should just be good at telling others what to do, and then people get bonuses to what they are doing when they obey. I don't see why anyone wouldn't just use the 4e version, which worked really well. The mechanic is also simple enough that it could fit in a cross-crass speciality (like the soldier) which I also really like. I would love to see cleric warlords and ranger warlords.</p></blockquote><p></p>
[QUOTE="ferratus, post: 6015338, member: 55966"] [B]Assassin[/B]: I agree with Mearls that sneak attack is an assassin ability rather than 'roguish" per se. So if sneak attack remains in the rogue's stable, then you might as well make the assassin a scheme or specialty of the rogue. I do not agree that shadow magic and illusions are necessary for the assassin, and I hated non-executioner 4e rogues because of it. [B]Barbarian[/B]: Personally, I want this to be a background/beserker fighter specialization. Being a fighter who goes berserk just isn't enough to build a class around. 4e had totem and primal powers, which at least justified another class, but you can't make Conan with that. I suppose someone could come up with new mechanics to justify it, ala the sorcerer, but they have to be pretty good mechanics for me to give a fig leaf about it. I do agree though that rage and some wilderness skill makes an iconic barbarian. [B]Bard[/B]: Lose the jack of all trades aspect, and double down on abilities that give him prophecy, lore, enchantment spells, and satirizing his opponents so they lose their power. [B]Cleric[/B]: I really wish clerics weren't vancian casters, but invokers of miracles. One person described the wizard as being someone who was sitting on a bomb, but that isn't the wizard to me. That's the cleric, because he is invoking the power of a god. So I'd like the cleric to be primarily a ritual based caster for his blessings and healing, with a few level-disproportionate big booms that may not go off. [B]Druid[/B]: Druid doesn't really need to change much. Shape-changing, terrain control, and weather. Can pretty much function as he always has. Could be a variant cleric, but I'd rather see him as a variant wizard ala the warlock and sorcerer, with a little bit of healing. [B]Fighter[/B] Combat superiority dice and fighting styles seem to have this well in hand. [B]Paladin[/B] A paladin is essentially a hybrid class of a pious fighter and a martial cleric. If 5e has hybrid classes like 4e did, this is where it should probably show up. Mearls also mentioned prestige classes, and this might be a good candidate for that as well. If however it only has the flavour text and mechanics that 1e-4e gave us, he doesn't really justify his own class. [B]Ranger[/B]: A ranger has to be self-sufficient and is the true jack of all trades. Anything that allows the ranger to survive on his own without other party members is what a ranger needs to have. If he is merely a wilderness fighter, then he doesn't really justify class status. [B]Rogue/Thief[/B] He should live the steal, look for every opportunity to cheat, and be a slippery, sneaky, no good bastard. This should colour everything he does, including fighting. No whirling light blade dervishes of death please. That's the assassin. [B]Sorcerer[/B]: The bloodlines are pretty cool, so that seems to be done. Should be kept for the advanced player's guide though, since it is not strictly necessary. [B]Wizard[/B]: Vancian casting is D&D. I wish we could abolish spell levels though, and just have spells modified by how powerful the wizard is. Even utility spells aren't impossible to fit if you combine a few together. (ie. feather fall, levitate, and fly could all be the same spell, growing in power as the wizard levels up). [B]Warlock[/B]: Like the pacts and rituals of this class, but the 5 minute spellcasting doesn't really make sense for the flavour text. I'd like this class to be the at-will spellcasting class again, with ritual hexes and curses. I also wouldn't mind a little more subtlety than the eldritch blast. Also a candidate for an advanced player's guide. [B]Warlord[/B]: Another candidate for the advanced player's guide, but auras are all wrong for the warlord. They should just be good at telling others what to do, and then people get bonuses to what they are doing when they obey. I don't see why anyone wouldn't just use the 4e version, which worked really well. The mechanic is also simple enough that it could fit in a cross-crass speciality (like the soldier) which I also really like. I would love to see cleric warlords and ranger warlords. [/QUOTE]
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