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How many classes are enough?
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<blockquote data-quote="Lanefan" data-source="post: 4786477" data-attributes="member: 29398"><p>How many classes are enough?</p><p></p><p>Depends what you want a class to do.</p><p></p><p>If you're looking to give mechanics to an archetype, you can probably get by with maybe 10-12:</p><p></p><p><strong>Fighter</strong> (general heavy militia type)</p><p><strong>Cavalier</strong> or Paladin (knight in shiny armour type)</p><p><strong>Ranger</strong> (woodsy fighter type)</p><p><strong>Thief</strong> (pick locks and pockets, sneak)</p><p><strong>Scout</strong> or Swashbuckler or Archer or Monk (combination of Thief and Ranger, a no-armour light-duty fighter; class' name is irrelevant)</p><p><strong>Assassin</strong> (combination of Thief and Fighter, sneaky killers)</p><p><strong>Cleric</strong> (healer type that can fight)</p><p><strong>Druid</strong> or Nature Cleric (combination of healer type and Ranger)</p><p><strong>Wizard</strong> or Magic-User (spell slinger, no fighting)</p><p><strong>Bard</strong> (magic-like effects through sound)</p><p></p><p>Anything else is just a flavour-based tack-on to one of those. I'm ignoring all the specialist classes of Cleric and Wizard; they're the same thing only with different spells, big deal. I'm also ignoring attempts to combine mutually incompatible types e.g. the stereotypical Fighter-Mage; I've come to the conclusion those can't be done in any edition without breaking either by being too good or too useless. And, I'm only looking at field-adventuring classes, as opposed to other non-adventuring class-like things such as Diplomat, Sage, etc.</p><p></p><p>If, however, you're looking for a class to mechanically (as opposed to flavourfully) reflect every little thing you want your specific character to do; or if you're looking for something you can break the game with, then an infinite number of classes still is not enough and never will be.</p><p></p><p>Lan-"fighters, like Baskin-Robbins, come in 31 flavours"-efan</p></blockquote><p></p>
[QUOTE="Lanefan, post: 4786477, member: 29398"] How many classes are enough? Depends what you want a class to do. If you're looking to give mechanics to an archetype, you can probably get by with maybe 10-12: [B]Fighter[/B] (general heavy militia type) [B]Cavalier[/B] or Paladin (knight in shiny armour type) [B]Ranger[/B] (woodsy fighter type) [B]Thief[/B] (pick locks and pockets, sneak) [B]Scout[/B] or Swashbuckler or Archer or Monk (combination of Thief and Ranger, a no-armour light-duty fighter; class' name is irrelevant) [B]Assassin[/B] (combination of Thief and Fighter, sneaky killers) [B]Cleric[/B] (healer type that can fight) [B]Druid[/B] or Nature Cleric (combination of healer type and Ranger) [B]Wizard[/B] or Magic-User (spell slinger, no fighting) [B]Bard[/B] (magic-like effects through sound) Anything else is just a flavour-based tack-on to one of those. I'm ignoring all the specialist classes of Cleric and Wizard; they're the same thing only with different spells, big deal. I'm also ignoring attempts to combine mutually incompatible types e.g. the stereotypical Fighter-Mage; I've come to the conclusion those can't be done in any edition without breaking either by being too good or too useless. And, I'm only looking at field-adventuring classes, as opposed to other non-adventuring class-like things such as Diplomat, Sage, etc. If, however, you're looking for a class to mechanically (as opposed to flavourfully) reflect every little thing you want your specific character to do; or if you're looking for something you can break the game with, then an infinite number of classes still is not enough and never will be. Lan-"fighters, like Baskin-Robbins, come in 31 flavours"-efan [/QUOTE]
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