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General Tabletop Discussion
*Pathfinder & Starfinder
Power Sources and Class Creation Guidelines
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<blockquote data-quote="takasi" data-source="post: 4513361" data-attributes="member: 20194"><p>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.</p><p></p><p>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:</p><p></p><p>Divine (Cleric, Paladin):</p><p>Holy Symbol as implement</p><p>Religion Class Skill</p><p>Access to Channel Divinity feats</p><p></p><p>Martial (Fighter, Ranger, Rogue, Warlord):</p><p>Weapon powers</p><p>Athletics Class Skill</p><p>Nearly all attack powers use Strength (melee) or Dex (ranged) vs AC</p><p>Access to special Weapon Mastery feats</p><p></p><p>Arcane (Artificer, Swordmage, Warlock, Wizard):</p><p>Rods, Wands, Orbs, Staff and Weapon as implements</p><p>Arcana Class Skill</p><p>Attack powers using mental ability scores vs non-AC defenses</p><p>Lack of heavy armor proficiency</p><p></p><p>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:</p><p></p><p>Primal (Barbarian):</p><p>Nature Class Skill</p><p>Lack of heavy armor proficiency</p><p>Class features and powers that modify natural actions (bull rush, charge, crawl, escape, grab)</p></blockquote><p></p>
[QUOTE="takasi, post: 4513361, member: 20194"] 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) [/QUOTE]
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