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General Tabletop Discussion
*Pathfinder & Starfinder
Too Many Classes?
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<blockquote data-quote="Thanatos" data-source="post: 3049791" data-attributes="member: 5261"><p>I kind of disagree here...I think you realistically treat a base class just like a prestige class in limiting how many people have access to it. When you consider how the DMG deals with it, not ever melee person is a fighter...most are the warrior npc class...a smaller percentage are actually 'fighters'. Most of your temple priests are 'adepts' not clerics...etc. Now a base class could belong to thousands, but I don't think its an absolute requirement that it does. I believe there could be 'secret' societies of classes in some campaign worlds which put a limit on to it...and if a player wants one, he has to work his background around it...which makes it better for you, gives you more hooks to attach to him.</p><p></p><p></p><p></p><p>I don't really worry about this sort of things. I feel as long as the DM has a general understanding of how the classes or even PrC's can fit in his world, then its probably good. You can really justify putting any class in your game if you are the DM, its just a matter of if you want to or not...there may or may not be a point if a player doesn't want to play it though. You control the impact it makes in any event.</p><p></p><p>In any of the non-core games I've ever played, I've never seen adding a class to the world turn into a big deal...even if it was someones home-brew posted here, copied and given to the DM to modify and review. There's a very good point to consider and that is you can't always duplicate what you want to try with just the base classes, but sometimes there exists a new class which does what you want it to.</p><p></p><p>If your players all want to play hexblades, knights, etc. that should really tell you something important. As much as it is the DM's game and world and what he says goes...he won't have anything going if the players are unhappy and unenthusastic about the game. </p><p></p><p>Maybe you can have all your players make level 10 characters of the classes they want and pick a module to run them through as a one-shot to see how they work and if your fears are justified and give your players an opportunity to see if thats what they really want to do as well.</p></blockquote><p></p>
[QUOTE="Thanatos, post: 3049791, member: 5261"] I kind of disagree here...I think you realistically treat a base class just like a prestige class in limiting how many people have access to it. When you consider how the DMG deals with it, not ever melee person is a fighter...most are the warrior npc class...a smaller percentage are actually 'fighters'. Most of your temple priests are 'adepts' not clerics...etc. Now a base class could belong to thousands, but I don't think its an absolute requirement that it does. I believe there could be 'secret' societies of classes in some campaign worlds which put a limit on to it...and if a player wants one, he has to work his background around it...which makes it better for you, gives you more hooks to attach to him. I don't really worry about this sort of things. I feel as long as the DM has a general understanding of how the classes or even PrC's can fit in his world, then its probably good. You can really justify putting any class in your game if you are the DM, its just a matter of if you want to or not...there may or may not be a point if a player doesn't want to play it though. You control the impact it makes in any event. In any of the non-core games I've ever played, I've never seen adding a class to the world turn into a big deal...even if it was someones home-brew posted here, copied and given to the DM to modify and review. There's a very good point to consider and that is you can't always duplicate what you want to try with just the base classes, but sometimes there exists a new class which does what you want it to. If your players all want to play hexblades, knights, etc. that should really tell you something important. As much as it is the DM's game and world and what he says goes...he won't have anything going if the players are unhappy and unenthusastic about the game. Maybe you can have all your players make level 10 characters of the classes they want and pick a module to run them through as a one-shot to see how they work and if your fears are justified and give your players an opportunity to see if thats what they really want to do as well. [/QUOTE]
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