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General Tabletop Discussion
*Pathfinder & Starfinder
If we have specialities, why do we need a plethora of classes?
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<blockquote data-quote="ferratus" data-source="post: 5998939" data-attributes="member: 55966"><p>In a single sentence? Swap out your fighter fighting styles and add in the paladin speciality. That's what you are pretty much doing if the paladin doesn't have a unique mechanic anyway. All the class would be is something that instead of having a fighting style, has holy smiting powers and a bit of healing instead.</p><p></p><p>Plus, like someone else said, that cuts both ways. What if I want to take ranger as a speciality if I'm a wizard? I can imagine a character concept where a wizard is a sentinel on the edge of some fey woods. I can't do it if the ranger is a class instead of a speciality/without clumsy multiclassing.</p><p></p><p>Then you have other classes. What if I want to play a priest of Odin who casts and inscribes runes (I'd call that class the Runepriest) but also is a sharpshooter? What if I also want to play a mage that specializes in creating magic items but is also a sharpshooter? Where is my artificer class?</p><p></p><p></p><p></p><p>For some people not having feats and skills is a deal breaker. too, even though they provide flavor and customization. You can still though, run a perfectly good D&D game without them.</p><p></p><p>That said, I don't have problem with the existence of Rangers, Paladins, Bards, Assassins etc. as classes. I just have two assertions:</p><p></p><p>1) A flexible enough basic core game can handle the flavour of those classes without actually needing classes, with backgrounds and specialities doing almost all of the work that a new class used to do.</p><p></p><p>2) As we pretty much have our bases covered to make a pure representation of that class, we can have a full basic game ready and playtested before we worry about making unique class mechanics for Rangers, Paladins, Artificers and what not. Why have a class that looks like a subclass when you can have a new class that is interesting?</p></blockquote><p></p>
[QUOTE="ferratus, post: 5998939, member: 55966"] In a single sentence? Swap out your fighter fighting styles and add in the paladin speciality. That's what you are pretty much doing if the paladin doesn't have a unique mechanic anyway. All the class would be is something that instead of having a fighting style, has holy smiting powers and a bit of healing instead. Plus, like someone else said, that cuts both ways. What if I want to take ranger as a speciality if I'm a wizard? I can imagine a character concept where a wizard is a sentinel on the edge of some fey woods. I can't do it if the ranger is a class instead of a speciality/without clumsy multiclassing. Then you have other classes. What if I want to play a priest of Odin who casts and inscribes runes (I'd call that class the Runepriest) but also is a sharpshooter? What if I also want to play a mage that specializes in creating magic items but is also a sharpshooter? Where is my artificer class? For some people not having feats and skills is a deal breaker. too, even though they provide flavor and customization. You can still though, run a perfectly good D&D game without them. That said, I don't have problem with the existence of Rangers, Paladins, Bards, Assassins etc. as classes. I just have two assertions: 1) A flexible enough basic core game can handle the flavour of those classes without actually needing classes, with backgrounds and specialities doing almost all of the work that a new class used to do. 2) As we pretty much have our bases covered to make a pure representation of that class, we can have a full basic game ready and playtested before we worry about making unique class mechanics for Rangers, Paladins, Artificers and what not. Why have a class that looks like a subclass when you can have a new class that is interesting? [/QUOTE]
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If we have specialities, why do we need a plethora of classes?
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