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Thoughts: 4 Classes + Talent Trees?
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<blockquote data-quote="mlund" data-source="post: 5771982" data-attributes="member: 50304"><p>You need Super-Classes with Sub-Classes.</p><p></p><p>Fighter, Cleric, Magic-User, and Rogue are all Super-classes. They carry some core mechanics and each one has a default Sub-class that's old school: Slayer, Warpriest, Wizard, Thief. Each should also have at least 2 Sub-classes that fill different roles but share those core commonalities of the Super-Class. In effect the Sub-class gives you a "kit." </p><p></p><p>Say with the Fighter super-Class it means you are proficient with all Martial Weapons, have solid HP, and have proficiency with most types of Heavy Armor and Light Shields.</p><p></p><p>Then with the sub-class/kit you get to pick your core attacks and some specific features. The Slayer gets a core damage enhancement and powers that help bring the pain. The Knight gets Plate Armor and Heavy Shields along with powers that help keep enemies stuck in melee with him. Etc.</p><p></p><p>To take the styles further you should have substantive Feats that function like Talent Trees. A prototypical Barbarian would be a Slayer running down Feat trees that are based off of themes like "Rage" or "Primal Power." They'd be more formative than "+1 to hit with a weapon type" or "+2 healing surges" and accumulate better effects deeper in the tree with minimum level requirements. Variety is nice too: Rage could give you better HP to start out, then branch off into things like enhanced speed, enhanced strength, or spell rage - etc. </p><p></p><p>As long as you don't break the action economy, break the to-hit and damage curves too baldly, or completely overshadow / obsolete the features of a Super-Class or Sub-Class it should be close enough to balanced that you can't twink a character that steals everyone else's spotlight all the time.</p><p></p><p>- Marty Lund</p></blockquote><p></p>
[QUOTE="mlund, post: 5771982, member: 50304"] You need Super-Classes with Sub-Classes. Fighter, Cleric, Magic-User, and Rogue are all Super-classes. They carry some core mechanics and each one has a default Sub-class that's old school: Slayer, Warpriest, Wizard, Thief. Each should also have at least 2 Sub-classes that fill different roles but share those core commonalities of the Super-Class. In effect the Sub-class gives you a "kit." Say with the Fighter super-Class it means you are proficient with all Martial Weapons, have solid HP, and have proficiency with most types of Heavy Armor and Light Shields. Then with the sub-class/kit you get to pick your core attacks and some specific features. The Slayer gets a core damage enhancement and powers that help bring the pain. The Knight gets Plate Armor and Heavy Shields along with powers that help keep enemies stuck in melee with him. Etc. To take the styles further you should have substantive Feats that function like Talent Trees. A prototypical Barbarian would be a Slayer running down Feat trees that are based off of themes like "Rage" or "Primal Power." They'd be more formative than "+1 to hit with a weapon type" or "+2 healing surges" and accumulate better effects deeper in the tree with minimum level requirements. Variety is nice too: Rage could give you better HP to start out, then branch off into things like enhanced speed, enhanced strength, or spell rage - etc. As long as you don't break the action economy, break the to-hit and damage curves too baldly, or completely overshadow / obsolete the features of a Super-Class or Sub-Class it should be close enough to balanced that you can't twink a character that steals everyone else's spotlight all the time. - Marty Lund [/QUOTE]
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