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Does D&D need a fighter class?
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<blockquote data-quote="I'm A Banana" data-source="post: 6267108" data-attributes="member: 2067"><p>I had a few articles about this (<a href="http://www.enworld.org/forum/content.php?715-Class-Warfare" target="_blank">a</a>) (<a href="http://www.enworld.org/forum/content.php?1192-What-Is-Worthy-of-a-Class" target="_blank">b</a>). </p><p></p><p>I still think that a "classless system within which a DM can make a very specific class" helps resolve most of these conflicts.</p><p></p><p>So looking at something very specific and contextual and archetypal: there is an organization in the world called the Grey Dragon Mercenary company, and those folks are tough and grim and, well, dangerous mercenary types, and so they have class abilities like proficiencies with medium armor (nothing to heavy to march in), with wicked-looking weapons, with skills like Intimidate and extra languages (they don't care who they take their contract from!) and combat maneuvers that focus on exploiting advantages (sneak attack?) and tenaciously holding on when things get rough (second wind?). They are a group in the world, and belonging to them has meaning and gives you certain abilities.</p><p></p><p>That's the class. Very specific.</p><p></p><p>But then, that class is built of bits and fobs that can all be removed and altered. So the proficiency package and the skills and the combat manuevers -- maybe you make their rival group, the Heralds of Dawn, by just moving their skill set from Intimidate to Diplomacy and giving them swords instead of scythes. It's a new class, it is a new archetype, but it is trivial to make that change. Or maybe you swap out their weapons and armor entirely and get a group of grim mercenary <em>wizards</em>. Or whatever.</p><p></p><p>And if you want to go "classless" within that, it's transparent how you would.</p><p></p><p>Ultimately, a classless system that nonetheless assumes that specific (very flexible) classes are in use.</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 6267108, member: 2067"] I had a few articles about this ([URL="http://www.enworld.org/forum/content.php?715-Class-Warfare"]a[/URL]) ([URL="http://www.enworld.org/forum/content.php?1192-What-Is-Worthy-of-a-Class"]b[/URL]). I still think that a "classless system within which a DM can make a very specific class" helps resolve most of these conflicts. So looking at something very specific and contextual and archetypal: there is an organization in the world called the Grey Dragon Mercenary company, and those folks are tough and grim and, well, dangerous mercenary types, and so they have class abilities like proficiencies with medium armor (nothing to heavy to march in), with wicked-looking weapons, with skills like Intimidate and extra languages (they don't care who they take their contract from!) and combat maneuvers that focus on exploiting advantages (sneak attack?) and tenaciously holding on when things get rough (second wind?). They are a group in the world, and belonging to them has meaning and gives you certain abilities. That's the class. Very specific. But then, that class is built of bits and fobs that can all be removed and altered. So the proficiency package and the skills and the combat manuevers -- maybe you make their rival group, the Heralds of Dawn, by just moving their skill set from Intimidate to Diplomacy and giving them swords instead of scythes. It's a new class, it is a new archetype, but it is trivial to make that change. Or maybe you swap out their weapons and armor entirely and get a group of grim mercenary [I]wizards[/I]. Or whatever. And if you want to go "classless" within that, it's transparent how you would. Ultimately, a classless system that nonetheless assumes that specific (very flexible) classes are in use. [/QUOTE]
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Does D&D need a fighter class?
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