Dr. Strangemonkey
First Post
Though I feel shame at the correctness of Crothain's last comment:
It does help to think of the witch as a sort of domain based cleric.
It does help to think of the witch as a sort of domain based cleric.
Champions- also "tanks"- basically a more customizable "paladin", though their powers are more focused on heavy combat than the Paladin (most of the Champion's magical abilities directly impact their abilities in battle- conjuring weapons and armor, boosting their physical stats temporarily, etc)
Runethanes are more or less a dedicated caster class- while they only have LVL 1-7 spells, their runic "superspells" give them magical power on par with the Magister (if not the spell selection), at least in my experience.
The Witch is sort of the "Bard" of the setting- moderate combat abilities, moderate spellcasting, and a selection of special abilities.
Totem Warrior fills the "ranger" role, to some extent, though they tend to be more focused (and are more customizable) than the ranger... similiar to the way the Champion mirrors the Paladin
Ritual Warriors- another fighter class. Don't let the moderate BAB fool you, they can dish it and take it with the big boys. Rituals, especially at high levels, are not to be underestimated.
Any that have been missed
The versatility is what I love about the system. You could have two characters playing the same class, yet compleatly diffrent focus and style. Granted, some classes do this more easily, but all AE classes can to some degree
It's a bit of a shame that the new and orginal classes have to be described in terms of the core classes
Merlion said:Question 1: Although I understand that many AU/AE classes are designed specfically and relatively obviously with certain mechanical class roles in mind
Question 2: Your opinion of the balance of AU/AE, mainly in terms of the classes and their balance with each other, and the magic system/spells
The Witch, Totem Warrior, and Champion all are strongly influenced by the particular sub-category a player chooses for them. A witch can "act like" a healer, or a paladin, or a wizardly type, etc. depending on the witchery abilities chosen and the character's personality. So I'd say it's actually a bit difficult to map directly from D&D to AU - a cleric character could easily be represented as a Greenbond, or a Witch, or a Mage Blade, or maybe even a Champion, depending on what aspect of the character's abilities and personality you want to emphasize.
They're all a blast to play. They are not all "equal" in terms of combat because not eeveryone is meant to be a combat machine. But they all shine in their niche, and get more interesting abilities as they grow in power. (I've seen people much more interested in playing an AE PC up to 20th level than in core D&D.)
I am still curious as to actual in play experiences of which role or roles the classes of AU/E seem to fit into.
Question 2: Your opinion of the balance of AU/AE, mainly in terms of the classes and their balance with each other, and the magic system/spells
It's a bit hard for me to understand your question
Witch and Mageblade are in the grey areas, so to speak. Witch is more focused yet less powerful than a magister, but can do more fighting. The Mageblade is the archetype of the fighter/mage of D&D (the same way, the Unfettered is the archetype of the fighter/rogue). It has useful spells and is good with its athame (chosen weapon bound to him). The Akashic is the most versatile of all characters. Its focus is skills, skills, yet more skills. It can be a loremaster (with impressive Knowledge boni a DM has to tailor carefully), or a "bard"/performer, or the sneaking thieving kind of character. It's the ultimate "Jack of All Trades" with a twist (and what a twist!): the Akashic Memory - he gets his ability by being close to a plane where all the experiences and memories of all beings mingle and can "tap" in this reserve to fuel his versatility by being good at something temporarily.