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General Tabletop Discussion
*Pathfinder & Starfinder
So what races and classes do we consider core?
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<blockquote data-quote="CleanCutRogue" data-source="post: 5773206" data-attributes="member: 51922"><p>Like most of the posters (it's a definite trend, WotC - pay heed!) I prefer the "core" book to have the following "core" races. These are at the root of all editions of D&D, and the whole idea is a modular approach that speaks to all edition of gamers, right?</p><p></p><p>Races:</p><p> - Human</p><p> - Elf</p><p> - Dwarf</p><p> - Halfling</p><p></p><p>Additionally, since you want the core book to reach out to all editions of gamers, I believe you should have a section of the player's book that details each of the races that have appeared in all editions of the game, but "ask your DM's permission before selecting one of these, as he may prohibit them in his game or setting"). This wouldn't include very setting-specific races (the mul from dark sun and minotaurs/draconians from dragonlance, for instance, don't belong here), just stuff that appeared in various Player's Handbook offerings of the past. That includes the various sub-types of elves (wood, wild, high, dark/drow, eladrin, whatever), sub-types of dwarves (remember these? hill dwarf, mountain dwarf, etc?), sub-types of halflings (tallfellow, hairfoot, etc.), crossbreeds (half-orcs, half-elves, etc.) and the various stand-alones such as the uber-cool ones from 4e. Yes, gnomes belong in this group <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":-)" title="Smile :-)" data-smilie="1"data-shortname=":-)" /> </p><p></p><p>Classes:</p><p>This might be my old-school mentality kicking in but I'll temper it with a little new-school thinking. All we need in "core" is the four core character classes:</p><p></p><p> - Fighter (or "Warrior" if you must)</p><p> - Magic-User (or "Mage" or "Wizard" if you must)</p><p> - Rogue (or "Thief" if you must)</p><p> - Cleric (or "Priest" if you must)</p><p></p><p>As has been mentioned here many times... you can build any character concept with these classes if you build them right. For instance, in 3.x edition you could basically take a level in any class when you gained a character level - that alone would allow you to build rangers (take levels of fighter, rogue, magic-user, mix to taste), paladins (fighter and cleric levels), and just about anything else. Although I HATE the scope creep that FEATS created, I do like having character customization options. So if there exists class features that are selectable at character creation, and you also have the ability to select levels in different classes when you gain a character level, then you can effectively build any character you can imagine without having to call him new names like "warlord" or "illusionist" or whatever.</p></blockquote><p></p>
[QUOTE="CleanCutRogue, post: 5773206, member: 51922"] Like most of the posters (it's a definite trend, WotC - pay heed!) I prefer the "core" book to have the following "core" races. These are at the root of all editions of D&D, and the whole idea is a modular approach that speaks to all edition of gamers, right? Races: - Human - Elf - Dwarf - Halfling Additionally, since you want the core book to reach out to all editions of gamers, I believe you should have a section of the player's book that details each of the races that have appeared in all editions of the game, but "ask your DM's permission before selecting one of these, as he may prohibit them in his game or setting"). This wouldn't include very setting-specific races (the mul from dark sun and minotaurs/draconians from dragonlance, for instance, don't belong here), just stuff that appeared in various Player's Handbook offerings of the past. That includes the various sub-types of elves (wood, wild, high, dark/drow, eladrin, whatever), sub-types of dwarves (remember these? hill dwarf, mountain dwarf, etc?), sub-types of halflings (tallfellow, hairfoot, etc.), crossbreeds (half-orcs, half-elves, etc.) and the various stand-alones such as the uber-cool ones from 4e. Yes, gnomes belong in this group :-) Classes: This might be my old-school mentality kicking in but I'll temper it with a little new-school thinking. All we need in "core" is the four core character classes: - Fighter (or "Warrior" if you must) - Magic-User (or "Mage" or "Wizard" if you must) - Rogue (or "Thief" if you must) - Cleric (or "Priest" if you must) As has been mentioned here many times... you can build any character concept with these classes if you build them right. For instance, in 3.x edition you could basically take a level in any class when you gained a character level - that alone would allow you to build rangers (take levels of fighter, rogue, magic-user, mix to taste), paladins (fighter and cleric levels), and just about anything else. Although I HATE the scope creep that FEATS created, I do like having character customization options. So if there exists class features that are selectable at character creation, and you also have the ability to select levels in different classes when you gain a character level, then you can effectively build any character you can imagine without having to call him new names like "warlord" or "illusionist" or whatever. [/QUOTE]
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So what races and classes do we consider core?
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