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General Tabletop Discussion
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how many classes is too many?
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<blockquote data-quote="Andor" data-source="post: 6172558" data-attributes="member: 1879"><p>Going back to the OP, I think you asked the wrong question. </p><p></p><p>Or rather my response to you is: What kind of world are you trying to portray? </p><p></p><p>The appropriate number of classes depends on the world you are trying to portray and the system you are using to portray that world with. </p><p></p><p>E.G: If you want a world with a clean and mechanically distinct arcane/divine magic split then you need at least two magic using classes, the Cleric and Wizard. (or Shugenja and Yamabushi, etc.)</p><p>If instead you have five distinct and mutually exclusive forms of magic which are mechanically distinct then you need at least 5 spell casting classes. Conversely you might have that same 5 schools/tribes/pantheons of magic users but lump them into the same class and differentiate tham in the fluff. </p><p></p><p>For example Monte Cooks Arcana Unearthed has 5 different spell casting classes that all use a single spell list (Green bond, Magister, Mageblade, Runethane and Witch,) they differ in spell progression, skills, BAB, secondary powers and Social role. This shows how you might reasonably split a single job (Caster) into multiple classes if the specializations or focuses are distict enough. One of those classes (Witch) is actually 6 different shades of the same thing but lumped into a single class (one of which wouldn't even agree that it's a magic-user in the same sense as the others.) This shows that even if the focus is different sometimes it's just not worth parting out a different class. However this division of classes is specific and sensible only to that campaign world. In another setting you might have to add another class, or ditch everything but the Magister.</p><p></p><p>Cyrano deBergerac and Miyamoto Musashi are both famed as swordsman and writers. Should they have different classes? Few classed games will put musketters and samurai into the same class, but YMMV. If unarmed combat is a focus of your game then perhaps every fighting style should get it's own class, otoh if your knowledge of and interest in the martial arts begins and ends with "The pointy end goes into the other man." then a single martial class may be appropriate. Or you may not see any need to differentiate between martial prowess and any other skill set.</p></blockquote><p></p>
[QUOTE="Andor, post: 6172558, member: 1879"] Going back to the OP, I think you asked the wrong question. Or rather my response to you is: What kind of world are you trying to portray? The appropriate number of classes depends on the world you are trying to portray and the system you are using to portray that world with. E.G: If you want a world with a clean and mechanically distinct arcane/divine magic split then you need at least two magic using classes, the Cleric and Wizard. (or Shugenja and Yamabushi, etc.) If instead you have five distinct and mutually exclusive forms of magic which are mechanically distinct then you need at least 5 spell casting classes. Conversely you might have that same 5 schools/tribes/pantheons of magic users but lump them into the same class and differentiate tham in the fluff. For example Monte Cooks Arcana Unearthed has 5 different spell casting classes that all use a single spell list (Green bond, Magister, Mageblade, Runethane and Witch,) they differ in spell progression, skills, BAB, secondary powers and Social role. This shows how you might reasonably split a single job (Caster) into multiple classes if the specializations or focuses are distict enough. One of those classes (Witch) is actually 6 different shades of the same thing but lumped into a single class (one of which wouldn't even agree that it's a magic-user in the same sense as the others.) This shows that even if the focus is different sometimes it's just not worth parting out a different class. However this division of classes is specific and sensible only to that campaign world. In another setting you might have to add another class, or ditch everything but the Magister. Cyrano deBergerac and Miyamoto Musashi are both famed as swordsman and writers. Should they have different classes? Few classed games will put musketters and samurai into the same class, but YMMV. If unarmed combat is a focus of your game then perhaps every fighting style should get it's own class, otoh if your knowledge of and interest in the martial arts begins and ends with "The pointy end goes into the other man." then a single martial class may be appropriate. Or you may not see any need to differentiate between martial prowess and any other skill set. [/QUOTE]
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