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*Pathfinder & Starfinder
Revised Samurai Core Class
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<blockquote data-quote="smootrk" data-source="post: 3154018" data-attributes="member: 28583"><p>Maybe you should look to the <strong>Marshall class (Mini Handbook</strong>) for some ideas for inspiring and commanding. I think in one of <strong>OA books</strong> there is a class that is something of a Court Official (cannot remember the name), which has abilities that deal with Nobility, Influence, etc. </p><p></p><p>Samurai ought to have at least some bonus to deal with situations out of combat - just watch some Japanese Samurai movies (ones that at least try to stay close to historical accuracy) and you notice that although they excel at swordplay, they do so as last resort typically.</p><p></p><p>Using your above comment, maybe a Samurai should get Leadership for 'free' as long as he is actively serving a 'lord' to represent the men he is charged with leading in the name of his lord. Going further, possibly you should delve into the <strong>Heroes of Battle</strong> book for more 'command' type abilities that may be appropriate for a true Samurai.</p><p></p><p>I guess what I am trying to say is that the Samurai is much more than a great swordsman, and that should reflect in the class design. There are mechanics out there that play to non-fighting aspects that you can explore. Even Bards, Clerics, etc. are built with specific abilities that work with the 'speaking & influencing' aspects (including the nature of their spell lists). Charisma is naturally a desired stat that they must take to perform their class 'duties' well.</p><p></p><p>As to the abilities you have presently:</p><p></p><p>DR? I don't see where this has much relevance historically.</p><p></p><p>Focused Strike (and its add-ons)? I would prefer a simpler mechanic like Smite, mentioned already above, although special add-ons to the smite are a good idea (like the abilities you already mentioned).</p><p></p><p>Combat Style? I like this idea, but I would just emulate already established styles like Ranger styles including the expanded choices that appeared in Dragon Magazine - although giving them specific names (like you have) is very cool.</p><p></p><p>Crippling Strike? why not just make it the same as the rogue ability? Why make a new and different ability when the rogue one would do just fine?</p><p></p><p>Deadly Stike? why not just make it the same as the Assasin ability? Study the foe for a couple of rounds, fighting defensively (or total defense), then strike hard with a Smite (from above). Seems just fine, but you would need to allow a non-sneak attack (the smite) to work as a tweak to the ability, but I do not think it breaks balance.</p><p></p><p></p><p>In other words, why create new, untested, and potentially unbalanced mechanics to do what is most likely already available (playtested, balanced, and well established)? I don't like when I have create an altogether new ability when I can get essentially the same done with an already established one - someone inevitably points out a flaw in my thinking. Using an existing mechanic, albeit it may need a tweak to suit the class, is probably a better methodology to creation of new classes.</p><p></p><p>Again, all my comments are meant to be constructive. I know it really takes a lot of work to create a new class.</p></blockquote><p></p>
[QUOTE="smootrk, post: 3154018, member: 28583"] Maybe you should look to the [B]Marshall class (Mini Handbook[/B]) for some ideas for inspiring and commanding. I think in one of [B]OA books[/B] there is a class that is something of a Court Official (cannot remember the name), which has abilities that deal with Nobility, Influence, etc. Samurai ought to have at least some bonus to deal with situations out of combat - just watch some Japanese Samurai movies (ones that at least try to stay close to historical accuracy) and you notice that although they excel at swordplay, they do so as last resort typically. Using your above comment, maybe a Samurai should get Leadership for 'free' as long as he is actively serving a 'lord' to represent the men he is charged with leading in the name of his lord. Going further, possibly you should delve into the [B]Heroes of Battle[/B] book for more 'command' type abilities that may be appropriate for a true Samurai. I guess what I am trying to say is that the Samurai is much more than a great swordsman, and that should reflect in the class design. There are mechanics out there that play to non-fighting aspects that you can explore. Even Bards, Clerics, etc. are built with specific abilities that work with the 'speaking & influencing' aspects (including the nature of their spell lists). Charisma is naturally a desired stat that they must take to perform their class 'duties' well. As to the abilities you have presently: DR? I don't see where this has much relevance historically. Focused Strike (and its add-ons)? I would prefer a simpler mechanic like Smite, mentioned already above, although special add-ons to the smite are a good idea (like the abilities you already mentioned). Combat Style? I like this idea, but I would just emulate already established styles like Ranger styles including the expanded choices that appeared in Dragon Magazine - although giving them specific names (like you have) is very cool. Crippling Strike? why not just make it the same as the rogue ability? Why make a new and different ability when the rogue one would do just fine? Deadly Stike? why not just make it the same as the Assasin ability? Study the foe for a couple of rounds, fighting defensively (or total defense), then strike hard with a Smite (from above). Seems just fine, but you would need to allow a non-sneak attack (the smite) to work as a tweak to the ability, but I do not think it breaks balance. In other words, why create new, untested, and potentially unbalanced mechanics to do what is most likely already available (playtested, balanced, and well established)? I don't like when I have create an altogether new ability when I can get essentially the same done with an already established one - someone inevitably points out a flaw in my thinking. Using an existing mechanic, albeit it may need a tweak to suit the class, is probably a better methodology to creation of new classes. Again, all my comments are meant to be constructive. I know it really takes a lot of work to create a new class. [/QUOTE]
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