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Proficiencies don't make the class. Do they?
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<blockquote data-quote="Staffan" data-source="post: 6604664" data-attributes="member: 907"><p>I agree to some degree, but not entirely.</p><p></p><p>For example, take the psion. You could probably make a convincing psion by building on the sorcerer "skeleton" and picking appropriate spells - charm person, sleep, detect thoughts, enhance ability, and so on. So if all you're looking for is a single psion-like character for use in a one-shot, sure.</p><p></p><p>But the sorcerer spell list doesn't really support multiple <strong>different</strong> psions the way the 3.5 psionics rules did. If you want psionics to play a large part in your setting, you probably need to make that into a class of its own, perhaps with multiple sub-classes.</p><p></p><p>Similarly, you could perhaps build something that approximates an artificer by playing a mountain dwarf urchin abjurer. But what if you want a human guild artisan artificer (which pretty much <strong>is</strong> the classic type from Eberron)? Or if you want restorative magic (which was always part of the artificer's toolkit - only for constructs in 3e, but since 4e made them leaders they got to heal fleshlings too)?</p><p></p><p>So sure, some things can be left to flavor or, at most, a subclass. But some need more than that, and Wizards shouldn't be afraid to provide it.</p></blockquote><p></p>
[QUOTE="Staffan, post: 6604664, member: 907"] I agree to some degree, but not entirely. For example, take the psion. You could probably make a convincing psion by building on the sorcerer "skeleton" and picking appropriate spells - charm person, sleep, detect thoughts, enhance ability, and so on. So if all you're looking for is a single psion-like character for use in a one-shot, sure. But the sorcerer spell list doesn't really support multiple [B]different[/B] psions the way the 3.5 psionics rules did. If you want psionics to play a large part in your setting, you probably need to make that into a class of its own, perhaps with multiple sub-classes. Similarly, you could perhaps build something that approximates an artificer by playing a mountain dwarf urchin abjurer. But what if you want a human guild artisan artificer (which pretty much [B]is[/B] the classic type from Eberron)? Or if you want restorative magic (which was always part of the artificer's toolkit - only for constructs in 3e, but since 4e made them leaders they got to heal fleshlings too)? So sure, some things can be left to flavor or, at most, a subclass. But some need more than that, and Wizards shouldn't be afraid to provide it. [/QUOTE]
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Proficiencies don't make the class. Do they?
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