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General Tabletop Discussion
*Pathfinder & Starfinder
The Utility of Class Rarity
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<blockquote data-quote="Mengu" data-source="post: 5853136" data-attributes="member: 65726"><p>I hope rarity is more of a game term, than any actual representation of rarity in the world. I don't want more assumptions for the core D&D world, particularly if it will have game mechanical implications, I want more freedom. If wizard is the most common class in my world, but the system calls it a rare class, I don't want to be told, I can't use D&D as my game system, because the system falls apart if wizards are common in the world.</p><p></p><p>Perhaps the concept is more for keeping characters simple at low levels. At low level, you have something like 4-6 choices, which are the core classes. This represents your adventurer's basic training for the first 5 levels (some of us called it apprenticeship levels). After that, you can continue down this basic path, or select a more specialized path. For instance, you could start out as fighter and at level 6, pick up a level of a rarer class, like paladin. This gives you some martial background, for your paladin, relying on your strength to do your primary job. This build might represent a templar of sorts. On the other hand, you could be a cleric at first, and then switch to paladin. This gives you a stronger tie to the hierarchy in a temple, and better understanding of divine magic. Or your could be a rogue or ranger, and pick up paladin, to serve a temple or coven, leading you more toward the avenger path.</p><p></p><p>Another way to look at it... rare classes are prestige classes.</p><p></p><p>This also allows them to introduce more classes such as Invoker, Runepriest, Warden, etc, without increasing complexity of first few levels (the supposed entry point of the game). Experienced players who want these options in their games right away, can simply start their game at level 6 (which some of us are calling beginning of the heroic tier).</p></blockquote><p></p>
[QUOTE="Mengu, post: 5853136, member: 65726"] I hope rarity is more of a game term, than any actual representation of rarity in the world. I don't want more assumptions for the core D&D world, particularly if it will have game mechanical implications, I want more freedom. If wizard is the most common class in my world, but the system calls it a rare class, I don't want to be told, I can't use D&D as my game system, because the system falls apart if wizards are common in the world. Perhaps the concept is more for keeping characters simple at low levels. At low level, you have something like 4-6 choices, which are the core classes. This represents your adventurer's basic training for the first 5 levels (some of us called it apprenticeship levels). After that, you can continue down this basic path, or select a more specialized path. For instance, you could start out as fighter and at level 6, pick up a level of a rarer class, like paladin. This gives you some martial background, for your paladin, relying on your strength to do your primary job. This build might represent a templar of sorts. On the other hand, you could be a cleric at first, and then switch to paladin. This gives you a stronger tie to the hierarchy in a temple, and better understanding of divine magic. Or your could be a rogue or ranger, and pick up paladin, to serve a temple or coven, leading you more toward the avenger path. Another way to look at it... rare classes are prestige classes. This also allows them to introduce more classes such as Invoker, Runepriest, Warden, etc, without increasing complexity of first few levels (the supposed entry point of the game). Experienced players who want these options in their games right away, can simply start their game at level 6 (which some of us are calling beginning of the heroic tier). [/QUOTE]
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The Utility of Class Rarity
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