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<blockquote data-quote="steeldragons" data-source="post: 6297111" data-attributes="member: 92511"><p>Disclaimer: Haven't read the thread yet. Just voted and commenting now. So, if these comments have already been discussed/covered, no worries, I'll see them when I go back to read after this.</p><p></p><p>I was torn between options 2 and 3. I ultimately voted 3 since it sounded like it kinda included the "groups get unique abilities" option...but I don't have trouble with some classes getting their own thing...or rather, I expect that individual classes will have their own exclusive abilities in addition to some of those shared with the class group/subclasses.</p><p></p><p>That is to say, just a few examples of what I'm thinking/meaning would look something like this...</p><p>"Warrior" classes (Fighters, Barbarians, Paladins, etc.) get X HD, all weapon options, and "unique" abilities like [not definitive or talking about any particular edition, just hypothetical examples] Extra Attacks: level # attacks v. 1HD creatures, Multi-attacks: extra attack per round every X levels, "Charge" attack, Athletics skill.</p><p></p><p>Then, within the Warrior classes: Fighters might also have A, B & C abilities. Barbarians don't get A or C but have B and an exclusive D. Paladins have A, not B-D, but their E, F & G (where, say, F might overlap with a cleric ability but they are the only Warrior class that can do that.).</p><p></p><p>The "[arcane] Magic-user/Mage/Wizard" classes have Y HD, limited weapon options, and of course their "group exclusives": Arcane Lore/training skill, arcane spell use, magic resistance, etc. With individual classes having some alterations, as above: "Wizard" mages have the abilities K, L, M. The Sorcerers have K & L, but swap out M for O and P. Warlocks get, maybe, K like Wizards, O like Sorcerers & Q instead.</p><p></p><p>I'd say as long as the general amount of abilities are roughly equivalent (in number, relative power, limitations swapped in for additional powers, etc...) it's all good. </p><p></p><p>So, yeah, each group has their collective "own things" and then the individual classes have their separate abilities [What makes me a Paladin and not a Fighter...or Cleric? What makes me a Warlock and not a Wizard or Thief? etc...]</p></blockquote><p></p>
[QUOTE="steeldragons, post: 6297111, member: 92511"] Disclaimer: Haven't read the thread yet. Just voted and commenting now. So, if these comments have already been discussed/covered, no worries, I'll see them when I go back to read after this. I was torn between options 2 and 3. I ultimately voted 3 since it sounded like it kinda included the "groups get unique abilities" option...but I don't have trouble with some classes getting their own thing...or rather, I expect that individual classes will have their own exclusive abilities in addition to some of those shared with the class group/subclasses. That is to say, just a few examples of what I'm thinking/meaning would look something like this... "Warrior" classes (Fighters, Barbarians, Paladins, etc.) get X HD, all weapon options, and "unique" abilities like [not definitive or talking about any particular edition, just hypothetical examples] Extra Attacks: level # attacks v. 1HD creatures, Multi-attacks: extra attack per round every X levels, "Charge" attack, Athletics skill. Then, within the Warrior classes: Fighters might also have A, B & C abilities. Barbarians don't get A or C but have B and an exclusive D. Paladins have A, not B-D, but their E, F & G (where, say, F might overlap with a cleric ability but they are the only Warrior class that can do that.). The "[arcane] Magic-user/Mage/Wizard" classes have Y HD, limited weapon options, and of course their "group exclusives": Arcane Lore/training skill, arcane spell use, magic resistance, etc. With individual classes having some alterations, as above: "Wizard" mages have the abilities K, L, M. The Sorcerers have K & L, but swap out M for O and P. Warlocks get, maybe, K like Wizards, O like Sorcerers & Q instead. I'd say as long as the general amount of abilities are roughly equivalent (in number, relative power, limitations swapped in for additional powers, etc...) it's all good. So, yeah, each group has their collective "own things" and then the individual classes have their separate abilities [What makes me a Paladin and not a Fighter...or Cleric? What makes me a Warlock and not a Wizard or Thief? etc...] [/QUOTE]
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