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Generic Classes Redux
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<blockquote data-quote="Herobizkit" data-source="post: 3692536" data-attributes="member: 36150"><p>There you go. See, in MY group, we would all wrestle to BE the Expert, if we had to choose but one class. Experts do more than be the pretty face... they're the ones who specialize in "field work" that doesn't require force of arms or force of magic. They're the safecrackers, the alchemists, the demonologists, the sages, the facemen; they're the men and women who perform other tasks other than killing and flinging fire.</p><p></p><p>Now, that said, I do understand how many of the skills can be duplicated by magic, and that begs the question, "If I can do it by magic, why would do it myself?" This opens up a multitude of campaign ideas, obstacles, or a way to shape the daily life of your campaign world's peoples. If your answer is "I wouldn't", then sure, nix the Expert. </p><p></p><p>But... what about those poor people who can't afford magical training, or the rare individual who just CAN'T cast spells? What about someone who grew up in the woods, completely alone, with noting but his wits to guide him? What about someone who would rather study theory than actually practice magic?</p><p></p><p>In short, I'm an Expert-booster. This class loosely represents the Rogues, Rangers, and Bards of the campaign world. There is a place for them in your world, even if your players don't like them... especially if [for example] the League of Anti-Magica, a guild of Experts bound together to eradicate the taint of magic from the world, studies up and begins to hoard relics of incredible power to study and destroy. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Herobizkit, post: 3692536, member: 36150"] There you go. See, in MY group, we would all wrestle to BE the Expert, if we had to choose but one class. Experts do more than be the pretty face... they're the ones who specialize in "field work" that doesn't require force of arms or force of magic. They're the safecrackers, the alchemists, the demonologists, the sages, the facemen; they're the men and women who perform other tasks other than killing and flinging fire. Now, that said, I do understand how many of the skills can be duplicated by magic, and that begs the question, "If I can do it by magic, why would do it myself?" This opens up a multitude of campaign ideas, obstacles, or a way to shape the daily life of your campaign world's peoples. If your answer is "I wouldn't", then sure, nix the Expert. But... what about those poor people who can't afford magical training, or the rare individual who just CAN'T cast spells? What about someone who grew up in the woods, completely alone, with noting but his wits to guide him? What about someone who would rather study theory than actually practice magic? In short, I'm an Expert-booster. This class loosely represents the Rogues, Rangers, and Bards of the campaign world. There is a place for them in your world, even if your players don't like them... especially if [for example] the League of Anti-Magica, a guild of Experts bound together to eradicate the taint of magic from the world, studies up and begins to hoard relics of incredible power to study and destroy. :) [/QUOTE]
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