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Races/Classes - Revisiting Common/Uncommon and Rare
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<blockquote data-quote="steeldragons" data-source="post: 6485810" data-attributes="member: 92511"><p>Best get to it then, hadn't I? hahaha.</p><p></p><p>Well, for classes, it's the same as races with a bit of [MENTION=12460]airwalkrr[/MENTION] 's reasoning on the breakdown...a desire to maintain [what seems to be referred to these days as] an "AD&D" sensibility, even though a Fighter or Thief is going to be hugely more common than a spell-casting Cleric or "Wizard." </p><p></p><p>Keep the Common, Uncommon, Rare, Very Rare, Unique definitions we used for races in mind.</p><p></p><p>Location is important and impacts everyone. The Mage-lands of R'Hath, of course, see a higher per capita of Mages [wizards] and specialists (though in 5e all wizards are specialists, which I do not care for). "Barbarians", as a class, are restricted to a human culture (the Gorunduun Tribes, mentioned in the previous post), and so are uncommon anywhere outside those lands and more rare the farther from them you go. There will be more druids found in the south, where the center/largest holding of the continent-wide organization of the Ancient Order is, and more rural communities are likely to follow/practice a druidic religion, than other regions of the continent. There are some racial and other homebrew classes not available to all people everywhere.</p><p></p><p>But, obviously, everyone engaged in a life of adventuring [PCs] travel everywhere, so most things are up for grabs...with a bit of backstory worked up for how/why your character arrives at the place the game is starting/party is gathering. But things are going to vary from place to place.</p><p></p><p>So, again, for a World of Orea "typical" mid-sized town in a human region/kingdom -for this we'll say the Freelands which is the "default"place I tend to start campaigns, simply because is does allow for the most diverse populations and professions- PC Classes: </p><p><strong>Common:</strong> Fighters [Champion], Thieves [default Rogues], Clerics, Mages [the PHB "Wizard" of Orea, though all mages eventually take on some spontaneous casting, and thus all Orean Mages are partial "sorcerers"]</p><p><strong>Uncommon:</strong> Fighters [Battlemaster], Rogue: Assassins [in the PHB, but remember the "No Evil PCs" rule at our table], Rogue: Arcane Tricksters, Illusionists*, Enchanters, Diviners, Conjurers, Druids, Rangers.</p><p><strong>Rare:</strong> Fighters [Eldritch Knight], Evokers, Transmuters, Abjurists, Bards, <em>Thaumaturgists</em>.</p><p><strong>Very Rare:</strong> Paladins, Monks, Necromancers, <em>Psychics, </em>Warlocks**</p><p>* <span style="font-size: 9px">All specialist mages shift 1 category more Common, in terms of occurrence and reaction/treatment within the wizard-nation of R'Hath.</span></p><p>**<span style="font-size: 9px">Having skipped 4e, Warlocks have never yet had an appearance in Orea. But given the number of creatures in the multiverse who would a) have the power to pact with/create warlocks and b) would be willing to do so, I think making them of a rarity comparable to the chosen divine warriors of the gods makes sense.</span></p><p></p><p><em>Barbarians</em>, the Orean race/class (not the PHB's, but still a class option for PCs), are <em>Uncommon </em>in regions immediate adjacent to the wide steppes and tundra of "Gorunduu" and <em>Rare</em> everywhere else. </p><p></p><p>Sorcerers, as a class, do not exist on Orea. This is, again, because Mage PCs already gain spontaneous casting [via houserule] and have since before the Wizard/Sorcerer split was ever in a PHB. Largely skipped 3e, as well, so I've never had/seen cause to make room for them in my campaign world. </p><p></p><p>That's everybody from the PHB, right? Bbn, Brd, Drd, Ftr, Mnk, Pal, Rog, Rgr, Wlk, Mag [Sor + Wiz = Orean Mage]. Yep. That's it. </p><p></p><p>I really like airwalkrr's thing about, if you are uncommon race AND class, you shift to the next category. Or, say uncommon race + rare class...you become Very Rare. I guess that's always been how we fluffed stuff at my table, just never thought of it/put it in those terms before. Makes sense. I'll be using that.</p><p></p><p>Also a fan of your limit to "no more than half the party can be uncommon [or more rare]." Another unspoken trend of my table, though I think as long as humans make up a minimum of 25%, I'm ok.</p></blockquote><p></p>
[QUOTE="steeldragons, post: 6485810, member: 92511"] Best get to it then, hadn't I? hahaha. Well, for classes, it's the same as races with a bit of [MENTION=12460]airwalkrr[/MENTION] 's reasoning on the breakdown...a desire to maintain [what seems to be referred to these days as] an "AD&D" sensibility, even though a Fighter or Thief is going to be hugely more common than a spell-casting Cleric or "Wizard." Keep the Common, Uncommon, Rare, Very Rare, Unique definitions we used for races in mind. Location is important and impacts everyone. The Mage-lands of R'Hath, of course, see a higher per capita of Mages [wizards] and specialists (though in 5e all wizards are specialists, which I do not care for). "Barbarians", as a class, are restricted to a human culture (the Gorunduun Tribes, mentioned in the previous post), and so are uncommon anywhere outside those lands and more rare the farther from them you go. There will be more druids found in the south, where the center/largest holding of the continent-wide organization of the Ancient Order is, and more rural communities are likely to follow/practice a druidic religion, than other regions of the continent. There are some racial and other homebrew classes not available to all people everywhere. But, obviously, everyone engaged in a life of adventuring [PCs] travel everywhere, so most things are up for grabs...with a bit of backstory worked up for how/why your character arrives at the place the game is starting/party is gathering. But things are going to vary from place to place. So, again, for a World of Orea "typical" mid-sized town in a human region/kingdom -for this we'll say the Freelands which is the "default"place I tend to start campaigns, simply because is does allow for the most diverse populations and professions- PC Classes: [B]Common:[/B] Fighters [Champion], Thieves [default Rogues], Clerics, Mages [the PHB "Wizard" of Orea, though all mages eventually take on some spontaneous casting, and thus all Orean Mages are partial "sorcerers"] [B]Uncommon:[/B] Fighters [Battlemaster], Rogue: Assassins [in the PHB, but remember the "No Evil PCs" rule at our table], Rogue: Arcane Tricksters, Illusionists*, Enchanters, Diviners, Conjurers, Druids, Rangers. [B]Rare:[/B] Fighters [Eldritch Knight], Evokers, Transmuters, Abjurists, Bards, [I]Thaumaturgists[/I]. [B]Very Rare:[/B] Paladins, Monks, Necromancers, [I]Psychics, [/I]Warlocks** * [SIZE=1]All specialist mages shift 1 category more Common, in terms of occurrence and reaction/treatment within the wizard-nation of R'Hath.[/SIZE] **[SIZE=1]Having skipped 4e, Warlocks have never yet had an appearance in Orea. But given the number of creatures in the multiverse who would a) have the power to pact with/create warlocks and b) would be willing to do so, I think making them of a rarity comparable to the chosen divine warriors of the gods makes sense.[/SIZE] [I]Barbarians[/I], the Orean race/class (not the PHB's, but still a class option for PCs), are [I]Uncommon [/I]in regions immediate adjacent to the wide steppes and tundra of "Gorunduu" and [I]Rare[/I] everywhere else. Sorcerers, as a class, do not exist on Orea. This is, again, because Mage PCs already gain spontaneous casting [via houserule] and have since before the Wizard/Sorcerer split was ever in a PHB. Largely skipped 3e, as well, so I've never had/seen cause to make room for them in my campaign world. That's everybody from the PHB, right? Bbn, Brd, Drd, Ftr, Mnk, Pal, Rog, Rgr, Wlk, Mag [Sor + Wiz = Orean Mage]. Yep. That's it. I really like airwalkrr's thing about, if you are uncommon race AND class, you shift to the next category. Or, say uncommon race + rare class...you become Very Rare. I guess that's always been how we fluffed stuff at my table, just never thought of it/put it in those terms before. Makes sense. I'll be using that. Also a fan of your limit to "no more than half the party can be uncommon [or more rare]." Another unspoken trend of my table, though I think as long as humans make up a minimum of 25%, I'm ok. [/QUOTE]
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