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There can be only ONE: Bard v. Warlock
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<blockquote data-quote="steeldragons" data-source="post: 9418063" data-attributes="member: 92511"><p>(Put this as a "General D&D" because I'm really asking about/for my homebrew, so it could be applied viewed as for several different versions of D&D or OSR or whatever systems you prefer.)</p><p></p><p><strong>Assumption #1:</strong> There is a game with 4 categories of classes: The Warrior classes, who primarily use weapons and combat expertise; The Wizard classes, who primarily use spells and magic expertise; The Rogue classes, who primarily use stealth and skill expertise; and the Mystic classes, who primarily channel power from an external source and combine magic with combat expertise to varying extent. </p><p><strong>Assumption #2:</strong> Upon release, the initial game will include 12 -ONLY 12, NO MORE or LESS than 12- classes. There will be THREE (3) classes for each class category.</p><p><strong>Assumption #3:</strong> There is ONE (1) Mystic category class slot up for grabs. The class will be considered a Mystic class. There are no slots in other categories to be had.</p><p><strong>Assumption #4: </strong>The game breaks up "Magic" into the realm s of the Arcane, the Divine, Nature, Psychic, and the Occult.</p><p></p><p>Cleric is a (the default) Mystic class. Channeler of Divine power/magic. Certain armor wearing. Certain weapon wielding. Divine magic spell-casting on top of their channeled divine powers. </p><p>Druid is a Mystic class. Channeler of the forces/power of Nature. Certain armor wearing. Certian weapon wielding. Nature magic spell-casting on top of their channeled nature powers.</p><p></p><p>The third Mystic class could a Bard. Would be another "Nature" channeler. Certain armor wearing. Certain weapon wielding. Bardic magic (includes all magic types except Occult) spell-casting on top of the channeled powers.</p><p></p><p>Or the third Mystic class could be a Warlock. Channeler of Arcane power/magic. Certain armor wearing. Certain weapon wielding. Occult magic spell-casting on top of channeled powers.</p></blockquote><p></p>
[QUOTE="steeldragons, post: 9418063, member: 92511"] (Put this as a "General D&D" because I'm really asking about/for my homebrew, so it could be applied viewed as for several different versions of D&D or OSR or whatever systems you prefer.) [B]Assumption #1:[/B] There is a game with 4 categories of classes: The Warrior classes, who primarily use weapons and combat expertise; The Wizard classes, who primarily use spells and magic expertise; The Rogue classes, who primarily use stealth and skill expertise; and the Mystic classes, who primarily channel power from an external source and combine magic with combat expertise to varying extent. [B]Assumption #2:[/B] Upon release, the initial game will include 12 -ONLY 12, NO MORE or LESS than 12- classes. There will be THREE (3) classes for each class category. [B]Assumption #3:[/B] There is ONE (1) Mystic category class slot up for grabs. The class will be considered a Mystic class. There are no slots in other categories to be had. [B]Assumption #4: [/B]The game breaks up "Magic" into the realm s of the Arcane, the Divine, Nature, Psychic, and the Occult. Cleric is a (the default) Mystic class. Channeler of Divine power/magic. Certain armor wearing. Certain weapon wielding. Divine magic spell-casting on top of their channeled divine powers. Druid is a Mystic class. Channeler of the forces/power of Nature. Certain armor wearing. Certian weapon wielding. Nature magic spell-casting on top of their channeled nature powers. The third Mystic class could a Bard. Would be another "Nature" channeler. Certain armor wearing. Certain weapon wielding. Bardic magic (includes all magic types except Occult) spell-casting on top of the channeled powers. Or the third Mystic class could be a Warlock. Channeler of Arcane power/magic. Certain armor wearing. Certain weapon wielding. Occult magic spell-casting on top of channeled powers. [/QUOTE]
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