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<blockquote data-quote="Hussar" data-source="post: 5739353" data-attributes="member: 22779"><p>Take out all combat related elements of any class, and there really isn't a whole lot left. </p><p></p><p>Strip out all the combat stuff from the description of rogue and what's left? Skill points. That's it. Big bag of skill points. Sure, it's fun to have lots of skill points, but, at the end of the day, that's not exactly much to hang a character on.</p><p></p><p>Even 3e bard has most of his abilities tied to combat. Sure, there's the Lore ability, but, a number of the singing abilities are combat related. And the spell list is still 2/3rds combat related as well. Strip out the combat stuff and you have a guy that plays an instrument and knows things about old stuff. A bit more there, and certainly more than the fighter, but, again, not a heck of a lot.</p><p></p><p>All the classes are like this. It makes sense, D&D devotes most of its mechanics to combat so the classes reflect this. If you strip out all the combat elements of a class, I'd argue that most classes just fall apart. The only reason the casters might not is because the spell system is probably the second most mechanically supported system in the game, behind combat.</p><p></p><p>But any of the non casters? Strip out all the combat stuff from a ranger and you got a guy with a dog. Paladin? You've got an annoying guy with a horse. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /> </p><p></p><p>But, in any case, I'd much rather leave combat role tied to class and then simply pick the class that best fits the character I have in mind. But, that's just me. I've always played like that. I've never made a class first and then tried to shoehorn it into an archetype.</p><p></p><p>To each his own I guess.</p></blockquote><p></p>
[QUOTE="Hussar, post: 5739353, member: 22779"] Take out all combat related elements of any class, and there really isn't a whole lot left. Strip out all the combat stuff from the description of rogue and what's left? Skill points. That's it. Big bag of skill points. Sure, it's fun to have lots of skill points, but, at the end of the day, that's not exactly much to hang a character on. Even 3e bard has most of his abilities tied to combat. Sure, there's the Lore ability, but, a number of the singing abilities are combat related. And the spell list is still 2/3rds combat related as well. Strip out the combat stuff and you have a guy that plays an instrument and knows things about old stuff. A bit more there, and certainly more than the fighter, but, again, not a heck of a lot. All the classes are like this. It makes sense, D&D devotes most of its mechanics to combat so the classes reflect this. If you strip out all the combat elements of a class, I'd argue that most classes just fall apart. The only reason the casters might not is because the spell system is probably the second most mechanically supported system in the game, behind combat. But any of the non casters? Strip out all the combat stuff from a ranger and you got a guy with a dog. Paladin? You've got an annoying guy with a horse. :D But, in any case, I'd much rather leave combat role tied to class and then simply pick the class that best fits the character I have in mind. But, that's just me. I've always played like that. I've never made a class first and then tried to shoehorn it into an archetype. To each his own I guess. [/QUOTE]
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