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<blockquote data-quote="MichaelK" data-source="post: 4850126" data-attributes="member: 60635"><p>Well, it depends. Not all Fantasy RPGs are going to be the same sort of thing or genre. The entire spectrum of Fantasy is really too large to comment upon.</p><p></p><p>So for the sake of argument, I'll assume we're talking about Dungeon Fantasy. A group of adventurers going out to break into monsters' houses, punch them in the face and take their stuff.</p><p></p><p>First you've got to get to the monster's lair and since they're always a lengthy commute away, you need some kind of wilderness guy. This guy can track monsters, read a map and pack trail rations. He was probably a scout. In many games this will be the archery specialist.</p><p></p><p>Once you get there, you'll need to get the door open so you'll have someone who can tickle a lock. In all likelihood they're good at getting past traps too. In combat they're probably the fast, sneaky fighter.</p><p></p><p>Then you need to actually defeat the monster. This guy is probably a skilled generalist fighter, since they need to handle a wide variety of monsters. In high level D&D it's probably a mage that actually fills this role because... well, you know.</p><p></p><p>Then you need someone to carry the stuff. In order to be able to pick it all up in one go they'll need a high strength. Since they might need to take it over cliffs, across rivers and over pit traps they'll need the physical skills. This is what the D&D fighter is actually good at.</p><p></p><p>Since it's a fantasy game, you'll probably have a few extra options with strange and exotic powers just to get that fantasy feel. The choice of what kind of weird powers are on offer will heavily set the tone of the game. Give them voodoo powers and it'll be a very different fantasy game to one where they invoke the four elements.</p></blockquote><p></p>
[QUOTE="MichaelK, post: 4850126, member: 60635"] Well, it depends. Not all Fantasy RPGs are going to be the same sort of thing or genre. The entire spectrum of Fantasy is really too large to comment upon. So for the sake of argument, I'll assume we're talking about Dungeon Fantasy. A group of adventurers going out to break into monsters' houses, punch them in the face and take their stuff. First you've got to get to the monster's lair and since they're always a lengthy commute away, you need some kind of wilderness guy. This guy can track monsters, read a map and pack trail rations. He was probably a scout. In many games this will be the archery specialist. Once you get there, you'll need to get the door open so you'll have someone who can tickle a lock. In all likelihood they're good at getting past traps too. In combat they're probably the fast, sneaky fighter. Then you need to actually defeat the monster. This guy is probably a skilled generalist fighter, since they need to handle a wide variety of monsters. In high level D&D it's probably a mage that actually fills this role because... well, you know. Then you need someone to carry the stuff. In order to be able to pick it all up in one go they'll need a high strength. Since they might need to take it over cliffs, across rivers and over pit traps they'll need the physical skills. This is what the D&D fighter is actually good at. Since it's a fantasy game, you'll probably have a few extra options with strange and exotic powers just to get that fantasy feel. The choice of what kind of weird powers are on offer will heavily set the tone of the game. Give them voodoo powers and it'll be a very different fantasy game to one where they invoke the four elements. [/QUOTE]
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