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General Tabletop Discussion
*Pathfinder & Starfinder
Strip "Background" out of classes
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<blockquote data-quote="Hussar" data-source="post: 5954660" data-attributes="member: 22779"><p>Remalthalis mentioned the 2e monk kit from the Complete Fighters. However, that wasn't the only monk kit. There was also the cleric Monk kit in Complete Cleric. It actually worked out rather well. You only got a couple of major spheres and two minor spheres (up to 3rd level spells) so, if you picked and chose your spells, you could create a very credible ninja type monk - darkness spells, minor healing and cause wounds, that sort of thing. Worked rather nicely.</p><p></p><p>I look at themes like this. If a given concept can be covered by a number of classes, then it should be a theme. Staying with monk, for example. A rogue/monk is a nice, non-magical ninja type. A fighter/monk fits well with the Legend of Kung fu type. A wizard monk becomes your anime/wire-fu style monk quite well. </p><p></p><p>So, why have a monk class? If you have a monk class, you are pretty much forced to a single archetype - whatever architecture the class fits. Less classes actually makes the game somewhat more versatile since themes can be more broadly applied, presuming we want themes that apply to all or at least most classes. If you bang in more and more classes, then themes become too restricted because you won't be able to find commonalities between classes.</p></blockquote><p></p>
[QUOTE="Hussar, post: 5954660, member: 22779"] Remalthalis mentioned the 2e monk kit from the Complete Fighters. However, that wasn't the only monk kit. There was also the cleric Monk kit in Complete Cleric. It actually worked out rather well. You only got a couple of major spheres and two minor spheres (up to 3rd level spells) so, if you picked and chose your spells, you could create a very credible ninja type monk - darkness spells, minor healing and cause wounds, that sort of thing. Worked rather nicely. I look at themes like this. If a given concept can be covered by a number of classes, then it should be a theme. Staying with monk, for example. A rogue/monk is a nice, non-magical ninja type. A fighter/monk fits well with the Legend of Kung fu type. A wizard monk becomes your anime/wire-fu style monk quite well. So, why have a monk class? If you have a monk class, you are pretty much forced to a single archetype - whatever architecture the class fits. Less classes actually makes the game somewhat more versatile since themes can be more broadly applied, presuming we want themes that apply to all or at least most classes. If you bang in more and more classes, then themes become too restricted because you won't be able to find commonalities between classes. [/QUOTE]
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