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Making the Cut: Non-core classes
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<blockquote data-quote="steeldragons" data-source="post: 6144017" data-attributes="member: 92511"><p>Oh...yeah. *shrug* I don't really think of sorcerers as distinct enough to warrant their own class...they're just MUs, casting spells from the arcane spell list...they'd just fall under that "different spell mechanic"...but they gots magic in they bones! woooOOOoooo! Or, alternately, if you fluffed them differently as magic-working cuz of their special snowflake bloodline, they would get thrown in as a mage but instead of "spell use" you'd channel or use power points instead to "make their magic" happen. </p><p></p><p>But then, I despise Artificers [they belong in an Eberron setting book and no place else] and don't, personally, believe Warlords or Assassins warrant their own classes...so I suppose fair's fair...and would give us the round 20 classes I was expecting.</p><p></p><p>So, following the presented list/mechanics, I suppose I would make them...hmmm...</p><p></p><p>-Sorcerer: Intelligence reliant, Spell Use + Charisma & Constitution, Mundane Aura: Fascination, Channel: Arcane</p><p></p><p>I see no reason to separate out "Spell Source"...whether you have faerie, dragon, demon, elemental, etc. etc. etc. blood is really purely individual character background/fluff. If you want to be a "pyromantic sorcerer cuz your great grand-pappy on your father's side was a fire elemental and then your mother was a dragon"...just pick fire-based spells. If you want to be a faerie lord's descendant, pick illusions and enchantments...whatever suits your image of your "sorcerer".</p><p></p><p>The mechanic of <em>using spells</em> has no need to change from sorcerer to sorcerer, just as is doesn't change from mages to druids to bards. Now, if you opt for sorcerers to <em> not have </em>'spell use" just all channeling or something like that...but even then, the Channeling <em>mechanic</em> would work the same. When the sorcerer channels on Pyrotechnics or Charm Person, it functions the same as a Druid Shapeshifting [which would be a Channel: Nature option] or a Cleric Turning Undead [a Channel: Divine option].</p><p></p><p>Just like the <em>mechanics </em>that make up a Warlock don't need to change whether you have a pact with this or that. They'd spend their Power Points on a list of Eldritch powers, like the Monk class would spend their power points for various Psychic powers and a Barbarian could use their "Power points" to evoke various Rage-based abilities...but the Power Point mechanic doesn't change. Whether their eldritch powers are a result of a deal with Oberron, Asmodeus or some unnamed thing in/beyond "the Void" is individual character fluff.</p><p></p><p>But you're right, there's our 20. Add Sorcerer in there.</p></blockquote><p></p>
[QUOTE="steeldragons, post: 6144017, member: 92511"] Oh...yeah. *shrug* I don't really think of sorcerers as distinct enough to warrant their own class...they're just MUs, casting spells from the arcane spell list...they'd just fall under that "different spell mechanic"...but they gots magic in they bones! woooOOOoooo! Or, alternately, if you fluffed them differently as magic-working cuz of their special snowflake bloodline, they would get thrown in as a mage but instead of "spell use" you'd channel or use power points instead to "make their magic" happen. But then, I despise Artificers [they belong in an Eberron setting book and no place else] and don't, personally, believe Warlords or Assassins warrant their own classes...so I suppose fair's fair...and would give us the round 20 classes I was expecting. So, following the presented list/mechanics, I suppose I would make them...hmmm... -Sorcerer: Intelligence reliant, Spell Use + Charisma & Constitution, Mundane Aura: Fascination, Channel: Arcane I see no reason to separate out "Spell Source"...whether you have faerie, dragon, demon, elemental, etc. etc. etc. blood is really purely individual character background/fluff. If you want to be a "pyromantic sorcerer cuz your great grand-pappy on your father's side was a fire elemental and then your mother was a dragon"...just pick fire-based spells. If you want to be a faerie lord's descendant, pick illusions and enchantments...whatever suits your image of your "sorcerer". The mechanic of [I]using spells[/I] has no need to change from sorcerer to sorcerer, just as is doesn't change from mages to druids to bards. Now, if you opt for sorcerers to [I] not have [/I]'spell use" just all channeling or something like that...but even then, the Channeling [I]mechanic[/I] would work the same. When the sorcerer channels on Pyrotechnics or Charm Person, it functions the same as a Druid Shapeshifting [which would be a Channel: Nature option] or a Cleric Turning Undead [a Channel: Divine option]. Just like the [I]mechanics [/I]that make up a Warlock don't need to change whether you have a pact with this or that. They'd spend their Power Points on a list of Eldritch powers, like the Monk class would spend their power points for various Psychic powers and a Barbarian could use their "Power points" to evoke various Rage-based abilities...but the Power Point mechanic doesn't change. Whether their eldritch powers are a result of a deal with Oberron, Asmodeus or some unnamed thing in/beyond "the Void" is individual character fluff. But you're right, there's our 20. Add Sorcerer in there. [/QUOTE]
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