New Core Classes: Love them or Leave them?

How do you feel about using new core classes? Pick all that apply.


The question raised in the Dragon magazine when dealing with class is how do you see it in your world. If I take ninja, and just say hey i can't imagine some guy in black showing ninja stars around, then yeah that's not going to fit, but ... and I'll take Chrystaria (an egyptian themed campaign for example) perhaps there is a monk order that uses stealth and ranged techniques as opposed to up front mono a mono fighting . They dress similiar to monks and such.

I do agree that things that are redundant should be disallowed. Unless exceptions I only allow WOTC based products (or either of the EOM books). I like Monte COoks setting, classes and books but my player's couldnt afford to buy them and thus I had to stick with WOTC and just replaced their magic system with the Elements of Magic (which felt a bit like the magic system from Arcana Unearthed). Plus I have found out that mixing the classes from Arcana Unearthed and its magic system with WOTC can make for serious overpowered characters. (Never ever allowing a Githyanki Mage Blade)
 

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Any new character class in my games would have to be reviewed by Yrs Trly, and I don't allow that many extras. Of course we are using Monte's AU instead of the PHB, so our spread of classes is different to begin with, but I am always open to new possibilities. That being said, I don't necessary trust (or not trust) any class simply because it comes from one company (or one writer) or another.
 

I trust my players, and I evaluate whatever they want to use at least with a passing glance. Character concepts can often be summed up better, and with less work for a player, by a good core class. I've allowed the unfettered from Monte Cook's Arcana Unearthed into a core game with great effect--the player got what he wanted and didn't have to multiclass fighter and rogue. I'd allow just about anything as balanced in the game, as long as the player has a reason for it.

On the flip, Blue Rose offers a truly customizable and very sleek and trim class system. It's nice, but it does require more out of a player. That fits Blue Rose (and my usual players) but other may find such work more effort than its worth.

:D
 

It's nice to be able to say to the player, 'Play what you want.' But I prefer to have the classes played fit the tone of the world. If two classes are too similar, I don't like using them both unless I have developed cultural differences too explain why they approach the same theme from different directions.

At the beginning of a campaign, the cultures available are limited therefore so are the classes they have developed.
 

Ankh-Morpork Guard said:
I love most of them.

Only ones I don't like are the CW Samurai, Swashbuckler, and the Favored Soul.

Ditto for me, but I also don't care much about the Shugenja and the Spirit Shaman. (The former was a bit too complicated in OA, haven't looked at its CoDi version, and the latter, I haven't even read it.)

On the other hand, I like the Healer and the Sohei. I would have gotten a better mileage of the CoDi if it had those two classes instead of the Favored Soul and Shugenja.
 

Dracomeander said:
It's nice to be able to say to the player, 'Play what you want.' But I prefer to have the classes played fit the tone of the world. If two classes are too similar, I don't like using them both unless I have developed cultural differences too explain why they approach the same theme from different directions.

At the beginning of a campaign, the cultures available are limited therefore so are the classes they have developed.

I agree, and I guess I do leave out the bit that I require my players to provide me a background before play and if they do different from the normal classes it should be explained in that background the reason behind it. The background must blend with he current campaign story and setting. You have to have rules from the start.

I haven't come across too many classes that are similiar where I had to make that judgement call. In my campaign, I have eliminated the sorceror and wizard in favor of the mage from EOM. In my campaign the two would be too similiar. I added the gunmage from Iron Kingdoms because of the period and Final Fantasy theme.

My goal is to push my players to think why and how instead of who and what . You want to play that ninja, why do you want to play him and how does he know these things? Where did he learn these abilities or are they self taught? Why does he stray from the traditional teachings of his culture? Does this rogue attitude play a part in the character's personality?
 

I think you left out the most important choice so I didn't vote. I'll allow anything that I consider balanced and that fits my world or can at least be well explained as being in my world. Thus, the oriental classes are out, but a wilder, a scout, 2 mariners, a warlock and a mage blade are in the current pbp game along with an npc healer.
 

I don't really see the problem. If it's there, and they like it, let it be.*Let it be, let it be, let it beee, let it beee. whisper words of wisdom, let it beeeeeee ee eeeeee*(be you can't guess what I'm listening to right now!:P)
 


I've allowed some. The inadvertant rule seems to be that I must drop one to add another.

Swashbuckler replaced Paladin.
Spirit Shaman may replace Druid (see a previous thread).
Warlock replaced Sorcerer.
Spellthief replaced Monk.

Only the Shaman is a litteral replacement. The rest are matters of me dropping a class I didn't like and, later, finding another class that I did like.
 

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