Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Pathfinder & Starfinder
"Power Sources" and Classes
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Mercurius" data-source="post: 5823153" data-attributes="member: 59082"><p>This is largely true, but I think it would be more accurate to say that the (Medieval) Christian worldview simply did not differentiate between "arcane" and "infernal;" arcane <em>was </em>infernal.</p><p></p><p></p><p></p><p>Agreed. This was one of the biggest design flaws with 4E in general: not enough meaningful differentiation, and <em>deep </em>differentiation, between the classes. An "arcane blast" was little different than a "martial blast," except in terms of flavor ("Ooh, shiny sparkly things" vs. "ouch, shards of metal").</p><p></p><p></p><p></p><p>I agree with you in theory, although having a bunch of classes is just plain <em>fun </em>(e.g. I'd rather play a ranger than a fighter with nature skills). That said, I could see going with something like you describe above; adding in themes and you get all kinds of interesting combinations. It could even be that "ranger" is a theme and not a class, but I don't expect them to be that bold.</p><p></p><p>A lot of this hinges upon what themes will be, what ground they will cover. If they're broad and diverse then you really do only need a half dozen or less classes--at least the Holy Quaternary, but maybe no more. </p><p></p><p>That said, a monk is not simply a differently themed rogue, and a ranger is more than a hippy fighter. It will be tricky defining what is a theme and what is a class, but it may be that a class is a relatively simple affair and a theme provides further differentiation and detail and flavor. But one thing that themes do accomplish is that they take away the need to create a new class every time someone has a new flavor idea for a class; e.g. no need for a "Blackguard" class - that can be a theme for a Cleric or Paladin. </p><p></p><p>To put it another way, I'd keep classes as archetypes and themes as unique flavorings or templates over that archetype. Therefore you'd only really ever need a couple dozen classes, but could theoretically have hundreds of themes. I'd probably draw the line somewhere between paladin/ranger and blackguard/avenger/beastmaster--the former are archetypal classes while the latter are theme templates that further differentiate, detail, and flavor the character. Themes, then, could be modular options.</p></blockquote><p></p>
[QUOTE="Mercurius, post: 5823153, member: 59082"] This is largely true, but I think it would be more accurate to say that the (Medieval) Christian worldview simply did not differentiate between "arcane" and "infernal;" arcane [I]was [/I]infernal. Agreed. This was one of the biggest design flaws with 4E in general: not enough meaningful differentiation, and [I]deep [/I]differentiation, between the classes. An "arcane blast" was little different than a "martial blast," except in terms of flavor ("Ooh, shiny sparkly things" vs. "ouch, shards of metal"). I agree with you in theory, although having a bunch of classes is just plain [I]fun [/I](e.g. I'd rather play a ranger than a fighter with nature skills). That said, I could see going with something like you describe above; adding in themes and you get all kinds of interesting combinations. It could even be that "ranger" is a theme and not a class, but I don't expect them to be that bold. A lot of this hinges upon what themes will be, what ground they will cover. If they're broad and diverse then you really do only need a half dozen or less classes--at least the Holy Quaternary, but maybe no more. That said, a monk is not simply a differently themed rogue, and a ranger is more than a hippy fighter. It will be tricky defining what is a theme and what is a class, but it may be that a class is a relatively simple affair and a theme provides further differentiation and detail and flavor. But one thing that themes do accomplish is that they take away the need to create a new class every time someone has a new flavor idea for a class; e.g. no need for a "Blackguard" class - that can be a theme for a Cleric or Paladin. To put it another way, I'd keep classes as archetypes and themes as unique flavorings or templates over that archetype. Therefore you'd only really ever need a couple dozen classes, but could theoretically have hundreds of themes. I'd probably draw the line somewhere between paladin/ranger and blackguard/avenger/beastmaster--the former are archetypal classes while the latter are theme templates that further differentiate, detail, and flavor the character. Themes, then, could be modular options. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
"Power Sources" and Classes
Top