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Defining Traits of the D&D classes
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<blockquote data-quote="GameDoc" data-source="post: 6019521" data-attributes="member: 53915"><p>ILLUSIONIST</p><p>I really like the backstory/fluff for illusionists in Castles & Crusades. They are similar, but not identical to a wizard, both being referred to as different traditions from among the larger category of magi. Illusionist are the ones who "make a mockery of reality itself" and are kind of presented as being a little more scary (or at least creepy) than wizards because you never know what is real. They play mind games, they distort your perception, they use their powers to charm you into doing things you don't really want to or blind you to the reality of what is going on so that you do their bidding all the while thinking you are acting of your own volition. It's not just that they bend light, make ghost sounds, or mesmerize you with colorful patterns. They can get your mind allow your body to do things you can't. They can give you a boost in strength or dexterity. They can even charm you into shaking off an injury.</p><p></p><p>I don't really have much thought to the spell mechanics. I'd be just as happy to have them get a separate spell list and then cast like a wizard (or better yet a cleric - prepared spells and number of slots per day are not completely superimposed on one another). Or if they can come up with something else cool, so be it. I do think C&C has a great concept in granting them healing spells with the idea its a psychosomatic effect, but real all the same.</p><p></p><p>I'd also see the illusionist benefiting from social skills in addition to lore - bluff, diplomacy, insight.</p><p></p><p>WARLORD</p><p>I like the idea of having them use expertise dice, but for different purposes than the fighter. Yeah, it's a shared mechanic, but so are the spellcasting of clerics and wizards. They just get a different list. So give the warlord a different list of maneuvers from the fighter. Since healing is potentially one of the core traits of the warlord, perhaps one use of his expertise dice could be "Inspiring Word" and he rolls the dice and heals an ally for that amount. </p><p></p><p>Moreover, I like the idea of druids, bards, warlords, and even illusionists making significant contributions to the party's non Hit Die healing resources. I love clerics, but one thing I thought was a good design goal they had in 4e was to make clerics a class you chose because you wanted to play a cleric, not because someone had to do it so the party could heal up in the middle of a fight.</p><p></p><p>One other thing:</p><p></p><p>BARBARIAN</p><p>Someone mentioned earlier that a core feature would be having the largest Hit Dice. I would presume that means a d12. That begs the question: Dow a hill dwarf barbarian get d20 Hit Dice?</p></blockquote><p></p>
[QUOTE="GameDoc, post: 6019521, member: 53915"] ILLUSIONIST I really like the backstory/fluff for illusionists in Castles & Crusades. They are similar, but not identical to a wizard, both being referred to as different traditions from among the larger category of magi. Illusionist are the ones who "make a mockery of reality itself" and are kind of presented as being a little more scary (or at least creepy) than wizards because you never know what is real. They play mind games, they distort your perception, they use their powers to charm you into doing things you don't really want to or blind you to the reality of what is going on so that you do their bidding all the while thinking you are acting of your own volition. It's not just that they bend light, make ghost sounds, or mesmerize you with colorful patterns. They can get your mind allow your body to do things you can't. They can give you a boost in strength or dexterity. They can even charm you into shaking off an injury. I don't really have much thought to the spell mechanics. I'd be just as happy to have them get a separate spell list and then cast like a wizard (or better yet a cleric - prepared spells and number of slots per day are not completely superimposed on one another). Or if they can come up with something else cool, so be it. I do think C&C has a great concept in granting them healing spells with the idea its a psychosomatic effect, but real all the same. I'd also see the illusionist benefiting from social skills in addition to lore - bluff, diplomacy, insight. WARLORD I like the idea of having them use expertise dice, but for different purposes than the fighter. Yeah, it's a shared mechanic, but so are the spellcasting of clerics and wizards. They just get a different list. So give the warlord a different list of maneuvers from the fighter. Since healing is potentially one of the core traits of the warlord, perhaps one use of his expertise dice could be "Inspiring Word" and he rolls the dice and heals an ally for that amount. Moreover, I like the idea of druids, bards, warlords, and even illusionists making significant contributions to the party's non Hit Die healing resources. I love clerics, but one thing I thought was a good design goal they had in 4e was to make clerics a class you chose because you wanted to play a cleric, not because someone had to do it so the party could heal up in the middle of a fight. One other thing: BARBARIAN Someone mentioned earlier that a core feature would be having the largest Hit Dice. I would presume that means a d12. That begs the question: Dow a hill dwarf barbarian get d20 Hit Dice? [/QUOTE]
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