Power Sources and Class Creation Guidelines

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)
 

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Don't forget that certain power sources tend towards certain roles.

Divine Classes tend towards the Leader role. They usually have at least one ability that gives other classes temporary hitpoints, allows them to use a healing surge or saves. Divine Leaders seem to be better at this part then other leaders (Clerics for example have Healer's Lore)

Arcane Classes tend to have Controller like effects. The Warlock for example seems to have the most "rider" effects of the strikers. Some people say this compensates for doing less damage.
 


Martial: Every class has Strength as a primary or secondary stat.

Divine: Both classes have both Charisma and Wisdom as primary or secondary stats, (thus far leading to poor Reflex scores).

Arcane: All use Intelligence as a primary or secondary stat.
 

Both the Artificer and the Swordmage have a lot of powers that use Intelligence to target AC.

The non-AC targetting has more to do with the implement or weapon attack concept, so it's less power source specific as it has to do with implement vs. weapon.

Certain power types favor certain roles.

The fighter is a bit strikerish [although it could be argued the warlord is less of a strker than a defender as a secondary]. This can be expanded over time.

The arcane/divine leanings may be more leftovers from older tims [where divine = healing and arcane being the defacto controllery effect].

Primal is going to be nature based [in the same way that Arcana and Religion are tied to Arcane and Divine classes] and I would guess they might have a some kind of "channelling" theme. The Druid will perhaps have shapeshifts, the sorceror or whatever primal controller they have may wreath themselves with leftover effects of the spells they cast, while the shaman may ake on totemic aspects.

In essence: The rage idea of lasting effect after a daily may apply to all the primal classes. The controller idea may be a bit of a stretch, but the Druid shapechange and totem things could fit into the rage idea [which is sort of totemic itself, in that the barbarian takes on the aspects of spirits it manifests].
 

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