The Crimson Binome
Hero
A unique combination of abilities is, itself, a unique ability.Straight up: if a class does not have unique abilities, it is not a class.
A unique combination of abilities is, itself, a unique ability.Straight up: if a class does not have unique abilities, it is not a class.
A unique combination of abilities is, itself, a unique ability.
Would they be classes, if the base classes didn't exist?I just don't see it that way. This is the whole of my issue with the new Pathfinder Advanced Class Guide. It's a whole book of mashup /somethings/, but they're not classes.
I would actually phrase it as the inverse:
Every class should have things that it cannot do.
Restrictions are more important that niche protection.
Is option 4 an actual option for a class-based game? I mean, isn't it "characters pick abilities and classes don't exist"?
I would actually phrase it as the inverse:
Every class should have things that it cannot do.
Restrictions are more important that niche protection.
If you can cherry-pick class abilities, then there's no reason to have multi-classing. So you should eliminate either one from the game-- endless cherry-picking or multi-classing.
Mashup somethings are a pretty old idea, though, aren't they? Ranger, bard, paladin, those are mashups. The 2e approach to classes was that you are your class, but there are so many options that your class/multiclass can have all kinds of different combinations of things. There are tons of characters with thief skills, cleric spells, weapon specialization, etc.I just don't see it that way. This is the whole of my issue with the new Pathfinder Advanced Class Guide. It's a whole book of mashup /somethings/, but they're not classes.
I'm not entirely sure what that distinction means. I think that's probably true in just about any version of D&D.I would actually phrase it as the inverse:
Every class should have things that it cannot do.
Restrictions are more important that niche protection.