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*Dungeons & Dragons
Giving the arcane gish an identity.
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<blockquote data-quote="Tinker-TDC" data-source="post: 8328098" data-attributes="member: 6802653"><p>What should the identity be?</p><p>So the big ones from this thread that I've liked so far are </p><p>The Sentinel (designed to protect a specific place, person, or object) which has a specific story, possibly at the Paladin level of required backstory. Some might like that because it intrinsically must tie the character to the world but I worry that would restrict players who have an idea they want to do.</p><p>The Order of Monstrosities (don't remember the name, but the one that had stuff like "Order of the Gorgon" which focused on paralysis and poison and the "Order of the Displacer" which focused on illusion and teleportation) which has a theoretical story to it but is vague enough that you could expect a setting would at least have the beast you were talking about. This seems best in-line with the WOTC style of having specific references to things but not nailing anything down and would probably receive very few complaints.</p><p>The Mystical Warrior (your powers come from training hard enough with a weapon that the natural course of magic found its way into your fighting style) which is the most generic but tends to be my favorite flavor-wise (though I am a fan of things being super-generic so I can make them fit my world easier whereas I realize some people want the story of the character to come from the class).</p><p></p><p>If I may make up a fourth one I'd go with "The Wanderer" where the class is based off the wandering ronin for hire tropes (of course cleaned up to not be accused of using a real-world culture), have the powers come from their learning off the land (knowledge picked up in their travels, could be INT or WIS), and have the personal flavor from subclasses come in the form of an environment that they learned from (an Underdark Wanderer could be a Shadowblade, an Astral Plane Wanderer would be the Gish-style Psychic-Warrior, a Wilderness Wanderer could be the Monster Hunter, a City Guard subclass could be the Mage Knight, a Wizard's Courier Wanderer could be the Spellsword, etc.)</p><p></p><p>How many variations on the theme are there? As many as there need to be. Drop it with four subclasses and everyone's gonna have their own Wanderer idea for a different environment or plane. </p><p></p><p>I think the base class could fit for the ideas people have agreed on here and then the more specific stuff can fit pretty easy for subclasses. The only worry I'd have is people comparing it to the Ranger because they have a favored terrain so I'd want to really word the story of it in a way that focuses on the Wanderer being a story about the travel where the Ranger is the story about the environment to make sure its toes don't get stepped on.</p></blockquote><p></p>
[QUOTE="Tinker-TDC, post: 8328098, member: 6802653"] What should the identity be? So the big ones from this thread that I've liked so far are The Sentinel (designed to protect a specific place, person, or object) which has a specific story, possibly at the Paladin level of required backstory. Some might like that because it intrinsically must tie the character to the world but I worry that would restrict players who have an idea they want to do. The Order of Monstrosities (don't remember the name, but the one that had stuff like "Order of the Gorgon" which focused on paralysis and poison and the "Order of the Displacer" which focused on illusion and teleportation) which has a theoretical story to it but is vague enough that you could expect a setting would at least have the beast you were talking about. This seems best in-line with the WOTC style of having specific references to things but not nailing anything down and would probably receive very few complaints. The Mystical Warrior (your powers come from training hard enough with a weapon that the natural course of magic found its way into your fighting style) which is the most generic but tends to be my favorite flavor-wise (though I am a fan of things being super-generic so I can make them fit my world easier whereas I realize some people want the story of the character to come from the class). If I may make up a fourth one I'd go with "The Wanderer" where the class is based off the wandering ronin for hire tropes (of course cleaned up to not be accused of using a real-world culture), have the powers come from their learning off the land (knowledge picked up in their travels, could be INT or WIS), and have the personal flavor from subclasses come in the form of an environment that they learned from (an Underdark Wanderer could be a Shadowblade, an Astral Plane Wanderer would be the Gish-style Psychic-Warrior, a Wilderness Wanderer could be the Monster Hunter, a City Guard subclass could be the Mage Knight, a Wizard's Courier Wanderer could be the Spellsword, etc.) How many variations on the theme are there? As many as there need to be. Drop it with four subclasses and everyone's gonna have their own Wanderer idea for a different environment or plane. I think the base class could fit for the ideas people have agreed on here and then the more specific stuff can fit pretty easy for subclasses. The only worry I'd have is people comparing it to the Ranger because they have a favored terrain so I'd want to really word the story of it in a way that focuses on the Wanderer being a story about the travel where the Ranger is the story about the environment to make sure its toes don't get stepped on. [/QUOTE]
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