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How quickly should WOTC add new classes?
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<blockquote data-quote="Emberashh" data-source="post: 9014504" data-attributes="member: 7040941"><p>To plug my game a wee bit I fully agree. In LNO, as I moved away from Vancian casting and all its baggage, it left me having to differentiate between the different mages. </p><p></p><p>Some were easy. The Wizard will be just your bog standard, exactly what you expect sort of class. The Battlemage and Cleric offshoot from that basic idea, and while they will be functionally identical in terms of magic usage, their actual primary design will be keeping them differentiated. Conviction for Clerics, which to make a reference is basically Dragonball Z x The literal Bible, and Summoning for Battlemages, specifically of arms and armor, which differentiates it from the other summoners, such as Necromancer and Conjurer, which will have their own casting design that hooks into their Summoning. </p><p></p><p>Meanwhile, the Sorcerer I designed around an adaptation of DCC' Mighty Deed, except its magic, and it basically serves as a war mage in every sense of the word. Part of the design is that you have to be careful as it can devastate the battlefield so heavily and thoroughly even your allies can suffer. </p><p></p><p>And the Warlock, is being designed around a Curse system, which admittedly is slightly similar to the Sorcerer design, but geared more towards debuffing rather than pure carnage, but will also integrate the more classic DND ideas of "patrons" or what have you, but tied specifically to different cursed artifacts unique to the Warlock, such as the Mask or the Staff, and one subclass will actually be based on being posessed by some entity. </p><p></p><p>Druids are one Im still deliberating on; Im inclined towards pushing them towards a Control playstyle styled by being Weather and Nature type mages, but Im not certain yet. Ill get there eventually. </p><p></p><p>Across all of these, though, the basic mechanical idea of how magic works and is cast is more or less identical, but the classes themselves are tuned to provide great differentiation in party roles and playstyles.</p></blockquote><p></p>
[QUOTE="Emberashh, post: 9014504, member: 7040941"] To plug my game a wee bit I fully agree. In LNO, as I moved away from Vancian casting and all its baggage, it left me having to differentiate between the different mages. Some were easy. The Wizard will be just your bog standard, exactly what you expect sort of class. The Battlemage and Cleric offshoot from that basic idea, and while they will be functionally identical in terms of magic usage, their actual primary design will be keeping them differentiated. Conviction for Clerics, which to make a reference is basically Dragonball Z x The literal Bible, and Summoning for Battlemages, specifically of arms and armor, which differentiates it from the other summoners, such as Necromancer and Conjurer, which will have their own casting design that hooks into their Summoning. Meanwhile, the Sorcerer I designed around an adaptation of DCC' Mighty Deed, except its magic, and it basically serves as a war mage in every sense of the word. Part of the design is that you have to be careful as it can devastate the battlefield so heavily and thoroughly even your allies can suffer. And the Warlock, is being designed around a Curse system, which admittedly is slightly similar to the Sorcerer design, but geared more towards debuffing rather than pure carnage, but will also integrate the more classic DND ideas of "patrons" or what have you, but tied specifically to different cursed artifacts unique to the Warlock, such as the Mask or the Staff, and one subclass will actually be based on being posessed by some entity. Druids are one Im still deliberating on; Im inclined towards pushing them towards a Control playstyle styled by being Weather and Nature type mages, but Im not certain yet. Ill get there eventually. Across all of these, though, the basic mechanical idea of how magic works and is cast is more or less identical, but the classes themselves are tuned to provide great differentiation in party roles and playstyles. [/QUOTE]
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