takasi
First Post
Being an exception based game with an evolving ruleset, the definitions for power sources will change as new supplements are released. However, there are some basic commonalities between the core classes that begins to present guidelines for the current power sources. At some point it might be helpful for Wizards to publish an article to help DMs (and third party publishers) develop classes that use power sources consistently. Without some type of guidelines the power sources become meaningless; for example, looking at the Advanced Player's Guide, it seems as though the power sources, IMO, were chosen more for flavor over mechanical consistency.
This thread can evolve as new power sources and classes are released. For now, here are the elemental mechanical components that I see from the classes released by WotC so far:
Divine (Cleric, Paladin):
Holy Symbol as implement
Religion Class Skill
Access to Channel Divinity feats
Martial (Fighter, Ranger, Rogue, Warlord):
Weapon powers
Athletics Class Skill
Nearly all attack powers use Strength (melee) or Dex (ranged) vs AC
Access to special Weapon Mastery feats
Arcane (Artificer, Swordmage, Warlock, Wizard):
Rods, Wands, Orbs, Staff and Weapon as implements
Arcana Class Skill
Attack powers using mental ability scores vs non-AC defenses
Lack of heavy armor proficiency
There is only one class so far for Primal, so we can only guess what the common mechanical aspects will be. Here is my guess:
Primal (Barbarian):
Nature Class Skill
Lack of heavy armor proficiency
Class features and powers that modify natural actions (bull rush, charge, crawl, escape, grab)
This thread can evolve as new power sources and classes are released. For now, here are the elemental mechanical components that I see from the classes released by WotC so far:
Divine (Cleric, Paladin):
Holy Symbol as implement
Religion Class Skill
Access to Channel Divinity feats
Martial (Fighter, Ranger, Rogue, Warlord):
Weapon powers
Athletics Class Skill
Nearly all attack powers use Strength (melee) or Dex (ranged) vs AC
Access to special Weapon Mastery feats
Arcane (Artificer, Swordmage, Warlock, Wizard):
Rods, Wands, Orbs, Staff and Weapon as implements
Arcana Class Skill
Attack powers using mental ability scores vs non-AC defenses
Lack of heavy armor proficiency
There is only one class so far for Primal, so we can only guess what the common mechanical aspects will be. Here is my guess:
Primal (Barbarian):
Nature Class Skill
Lack of heavy armor proficiency
Class features and powers that modify natural actions (bull rush, charge, crawl, escape, grab)