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The 8 classes in the PHB...
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<blockquote data-quote="DreamChaser" data-source="post: 3844769" data-attributes="member: 1190"><p>I actually think that it will be nice to have more reason to play a non-magical character. In the 3e PHB, 6 out of 10 classes are spellcasters (with about 60 to 80% overlap in the spells they can cast). Only 4 have no spells and only 3 (barbarian, fighter, rogue) have no truly supernatural abilities.</p><p></p><p>I am looking forward to the three / four "spell casters" to have better niches and more uniqueness as classes while still having the freedom to customize and specialize.</p><p></p><p>Cleric = divine leader which means she will probably have a range of buffs, restoratives, and a small range of "miracle" type powers that she must prepare and fewer of the common "spells" that he doesn't really need / use (she is a warrior type as well, after all). </p><p></p><p>Paladin = divine defender which I hope means no actual "spells" but rather divine powers that he gains from his devotion to a cause (which a hope will not have to be law and goodness).</p><p></p><p>Warlock = arcane striker which should mean directed "surgical" attacks and focused but broad in scope powers. a summoning power that allows him to keep a minion present indefinitely but not use anther "invocation" at the same time, for example.</p><p></p><p>Wizard = arcane controller and our only controller if I remember right. I imagine her using magical attacks, defenses, and cantrips (things like "light", "wizard mark", and "detect magic" that every wizard should just know) along with rote "spells" that allow her great versatility and power at the cost of great time, expense, and effort.</p><p></p><p>DC</p></blockquote><p></p>
[QUOTE="DreamChaser, post: 3844769, member: 1190"] I actually think that it will be nice to have more reason to play a non-magical character. In the 3e PHB, 6 out of 10 classes are spellcasters (with about 60 to 80% overlap in the spells they can cast). Only 4 have no spells and only 3 (barbarian, fighter, rogue) have no truly supernatural abilities. I am looking forward to the three / four "spell casters" to have better niches and more uniqueness as classes while still having the freedom to customize and specialize. Cleric = divine leader which means she will probably have a range of buffs, restoratives, and a small range of "miracle" type powers that she must prepare and fewer of the common "spells" that he doesn't really need / use (she is a warrior type as well, after all). Paladin = divine defender which I hope means no actual "spells" but rather divine powers that he gains from his devotion to a cause (which a hope will not have to be law and goodness). Warlock = arcane striker which should mean directed "surgical" attacks and focused but broad in scope powers. a summoning power that allows him to keep a minion present indefinitely but not use anther "invocation" at the same time, for example. Wizard = arcane controller and our only controller if I remember right. I imagine her using magical attacks, defenses, and cantrips (things like "light", "wizard mark", and "detect magic" that every wizard should just know) along with rote "spells" that allow her great versatility and power at the cost of great time, expense, and effort. DC [/QUOTE]
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