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General Tabletop Discussion
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The Classes and Races of my 5E Game - What will be yours?
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<blockquote data-quote="John Quixote" data-source="post: 5798124" data-attributes="member: 694"><p>I usually allow four to six classes in my campaigns, chosen from (in traditional D&D terms) fighters, clerics, thieves, mages, monks, bards, and artificers. Those pretty much cover all the bases. In some settings, some of these roles get folded together, such that (for example) clerics and bards might both be represented by a single "scholar" class; rogues and artificers might be covered by a single "expert" class; or clerics and monks might get folded together as a single "mystic" class who fights unarmed (rather than turning undead) and manifests divine spells with ch'i.</p><p></p><p>I like to keep options limited. It makes character creation super-easy, and there's no need to represent mechanically every possible version of an archetype. I see a rangers, paladins, and barbarians as fighters who, respectively, know how to track, take religious vows, and have anger-management problems.</p><p></p><p>As for races, that varies a little more. I like to include lots of races, ranging from the common (human, elf, dwarf, gnome, halfling) to the uncommon (centaur, merfolk, faun, sylph, fay) to the downright rare (clockwork man, ent, naga, beastman, sapient construct). My fantasy milieu has always drawn from Tolkien first, classical mythology and Final Fantasy second, and the Wizard of Oz and Shining Force last of all.</p></blockquote><p></p>
[QUOTE="John Quixote, post: 5798124, member: 694"] I usually allow four to six classes in my campaigns, chosen from (in traditional D&D terms) fighters, clerics, thieves, mages, monks, bards, and artificers. Those pretty much cover all the bases. In some settings, some of these roles get folded together, such that (for example) clerics and bards might both be represented by a single "scholar" class; rogues and artificers might be covered by a single "expert" class; or clerics and monks might get folded together as a single "mystic" class who fights unarmed (rather than turning undead) and manifests divine spells with ch'i. I like to keep options limited. It makes character creation super-easy, and there's no need to represent mechanically every possible version of an archetype. I see a rangers, paladins, and barbarians as fighters who, respectively, know how to track, take religious vows, and have anger-management problems. As for races, that varies a little more. I like to include lots of races, ranging from the common (human, elf, dwarf, gnome, halfling) to the uncommon (centaur, merfolk, faun, sylph, fay) to the downright rare (clockwork man, ent, naga, beastman, sapient construct). My fantasy milieu has always drawn from Tolkien first, classical mythology and Final Fantasy second, and the Wizard of Oz and Shining Force last of all. [/QUOTE]
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The Classes and Races of my 5E Game - What will be yours?
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