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Making the Cut: Non-core classes
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<blockquote data-quote="MoonSong" data-source="post: 6142634" data-attributes="member: 6689464"><p>Well, it all comes from the perspective I guess, from mine the big four simply don't cut the bill as generic enough from a thematical or mechanical stand point. Fighter, yes you can hardly get more generic from a thematical standpoint, and is very flexible from a mechanical standpoint, but if I want to play a ranger as a refflufed fighter I quickly find that while from a combat perspective it plays almost the samewith no ill effects (after all ignoring heavy armor and shields is easy), out of combat I find that all of the rangery things I would want to do (like track, fighting the environment or going comando) are just not supported, in other words while tematically notrhing contradicts the character I want to play, mechanically there is not enough support for the theme I'm looking for while also having lots of redundant and unnused mechanics. </p><p></p><p>The same applies for the Wizard/MU, yes the name implies a generic spellcaster, yes mechanically they have a lot of flexibility, but those same mechanics only go so far to support one very specific variety of spellcaster -the scholarly one, more Presto from the cartoon or Mickey from Fantasia than Merlin or Mogan la' fey from the Arthuric myths or Gandalf- and get in the way if you want to play any other kind of theme. And it's precisely that kind of thematic gap that is filled by the sorcerer and warlock, they are way more than "easy mode wizards" (however note that from a mechanical standpoint this is a huge boon of the classes -their simplicity- forcing esoteric ways to get them from the inherently more complex and different score dependant wizard is practically the same as not having them at all) they fill other archetypes that are compelling in their own way and which are a poor fit for the wizard's mechanical ideosyncracies while needing different mechanics and fine tunning of their own in order to be balanced. Yes, if the wizard was truly generic -like the microlite wizard- I could be convinced we don't need those two classes, but that isn't the case. Saying they should be the same class becuase they all cast spells is the same as making a motorcycler buy a 4x4 remove the extra parts and wheels and buy special parts each time he needs a new bike just to save space in the catalog because hey both are motor wheeled vehicles, who cares if people wanting a motorcylce had to go out of the way to only get clunky equivalents!</p></blockquote><p></p>
[QUOTE="MoonSong, post: 6142634, member: 6689464"] Well, it all comes from the perspective I guess, from mine the big four simply don't cut the bill as generic enough from a thematical or mechanical stand point. Fighter, yes you can hardly get more generic from a thematical standpoint, and is very flexible from a mechanical standpoint, but if I want to play a ranger as a refflufed fighter I quickly find that while from a combat perspective it plays almost the samewith no ill effects (after all ignoring heavy armor and shields is easy), out of combat I find that all of the rangery things I would want to do (like track, fighting the environment or going comando) are just not supported, in other words while tematically notrhing contradicts the character I want to play, mechanically there is not enough support for the theme I'm looking for while also having lots of redundant and unnused mechanics. The same applies for the Wizard/MU, yes the name implies a generic spellcaster, yes mechanically they have a lot of flexibility, but those same mechanics only go so far to support one very specific variety of spellcaster -the scholarly one, more Presto from the cartoon or Mickey from Fantasia than Merlin or Mogan la' fey from the Arthuric myths or Gandalf- and get in the way if you want to play any other kind of theme. And it's precisely that kind of thematic gap that is filled by the sorcerer and warlock, they are way more than "easy mode wizards" (however note that from a mechanical standpoint this is a huge boon of the classes -their simplicity- forcing esoteric ways to get them from the inherently more complex and different score dependant wizard is practically the same as not having them at all) they fill other archetypes that are compelling in their own way and which are a poor fit for the wizard's mechanical ideosyncracies while needing different mechanics and fine tunning of their own in order to be balanced. Yes, if the wizard was truly generic -like the microlite wizard- I could be convinced we don't need those two classes, but that isn't the case. Saying they should be the same class becuase they all cast spells is the same as making a motorcycler buy a 4x4 remove the extra parts and wheels and buy special parts each time he needs a new bike just to save space in the catalog because hey both are motor wheeled vehicles, who cares if people wanting a motorcylce had to go out of the way to only get clunky equivalents! [/QUOTE]
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Making the Cut: Non-core classes
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