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The Cleric, The Paladin, and Multisysteming
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<blockquote data-quote="Crazy Jerome" data-source="post: 5866192" data-attributes="member: 54877"><p>I'm ok with it if the fundamentals are properly identified and not the entire set of what a class can do. Otherwise, I think it will lead to the same kind of nitpicky trades that end up not doing much.</p><p> </p><p> </p><p></p><p>There should be a (flexible) base set of things that are inherent in being an adventurer--some skills, some basic access to weapons, etc. Then build the class fundamentals on top of that--fighter combat fundamentals enhance what is already there as an adventurer. Then you could have this:</p><ul> <li data-xf-list-type="ul">Fighter - adventurer + combat fundamentals</li> <li data-xf-list-type="ul">Cleric - adventurer + divine magic fundamentals</li> <li data-xf-list-type="ul">Paladin - adventurer + some combat and some divine magic fundamentals.</li> </ul><p>and make it work. That "+" is key. It means that "some combat" and "some divine magic" are not little bits forced to try to be a whole themselves, nor dipped into too heavily to make up for such a deficit. </p><p> </p><p>I'd rather hybrids be built with more thought and synergy, but if the mix and match approach is taken, let's at least acknowledge that the hat, belt, and shoes don't always come in a package with the mix and match blouse and skirt. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="Crazy Jerome, post: 5866192, member: 54877"] I'm ok with it if the fundamentals are properly identified and not the entire set of what a class can do. Otherwise, I think it will lead to the same kind of nitpicky trades that end up not doing much. There should be a (flexible) base set of things that are inherent in being an adventurer--some skills, some basic access to weapons, etc. Then build the class fundamentals on top of that--fighter combat fundamentals enhance what is already there as an adventurer. Then you could have this: [LIST] [*]Fighter - adventurer + combat fundamentals [*]Cleric - adventurer + divine magic fundamentals [*]Paladin - adventurer + some combat and some divine magic fundamentals. [/LIST]and make it work. That "+" is key. It means that "some combat" and "some divine magic" are not little bits forced to try to be a whole themselves, nor dipped into too heavily to make up for such a deficit. I'd rather hybrids be built with more thought and synergy, but if the mix and match approach is taken, let's at least acknowledge that the hat, belt, and shoes don't always come in a package with the mix and match blouse and skirt. ;) [/QUOTE]
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The Cleric, The Paladin, and Multisysteming
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