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Two quick thoughts about all these new fangled base classes . . .
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<blockquote data-quote="Andor" data-source="post: 3265131" data-attributes="member: 1879"><p>The trouble (I feel) with such a system is that it's very hard to then portray those classes whose powers are a serious departure from the norm. For example a Binder or even a Soulknife is hard to do, especially if you're also eliminating PrCs. A class like a warlock, or an artificer, is not just a bunch of feats or a varient spell list, it's a character that approachs the standard set of problems that a character must face from a different angle, and requires some attention to balance. </p><p></p><p>The class system in D&D right now is a little confused. You basically have the same system covering three different things.</p><p></p><p>A) Portraying the gamist abilities of a character whose role may have little to do with the actual classes involved. - Almost all of the mundane classes fall under this category. An 'expert locksmith' might be a rogue, or an expert, or a spellthief. A 'Powerful Noble' could be an aristocrat, a fighter, a rogue, a swashbuckler, or even a commoner and it would make little difference. This is the d20 Modern approach. </p><p></p><p>B) Portraying the gamist abilities of a character whose role and class are the same thing. Almost all of the spellcasting classes fall into this category. A 'powerful exorcist' pretty much has to be a cleric. He might be a paladin, but he's bucking the system to the detriment of his primary role. This is oldschool D&D approach.</p><p></p><p>C) Fleshing out the gamist abilities of a character who supplements his primary role with some supernatural powers. This is mostly the realm of PrCs like the Assassin or Shadowblade, but includes some base classes like the Ninja. This is pretty much new to 3.x although 2es kits dabbled in this, and it's the meat and potatos of most point buy systems.</p><p></p><p>A lot of internet arguments are spawned by these different roles and which one you think should be dominant.</p></blockquote><p></p>
[QUOTE="Andor, post: 3265131, member: 1879"] The trouble (I feel) with such a system is that it's very hard to then portray those classes whose powers are a serious departure from the norm. For example a Binder or even a Soulknife is hard to do, especially if you're also eliminating PrCs. A class like a warlock, or an artificer, is not just a bunch of feats or a varient spell list, it's a character that approachs the standard set of problems that a character must face from a different angle, and requires some attention to balance. The class system in D&D right now is a little confused. You basically have the same system covering three different things. A) Portraying the gamist abilities of a character whose role may have little to do with the actual classes involved. - Almost all of the mundane classes fall under this category. An 'expert locksmith' might be a rogue, or an expert, or a spellthief. A 'Powerful Noble' could be an aristocrat, a fighter, a rogue, a swashbuckler, or even a commoner and it would make little difference. This is the d20 Modern approach. B) Portraying the gamist abilities of a character whose role and class are the same thing. Almost all of the spellcasting classes fall into this category. A 'powerful exorcist' pretty much has to be a cleric. He might be a paladin, but he's bucking the system to the detriment of his primary role. This is oldschool D&D approach. C) Fleshing out the gamist abilities of a character who supplements his primary role with some supernatural powers. This is mostly the realm of PrCs like the Assassin or Shadowblade, but includes some base classes like the Ninja. This is pretty much new to 3.x although 2es kits dabbled in this, and it's the meat and potatos of most point buy systems. A lot of internet arguments are spawned by these different roles and which one you think should be dominant. [/QUOTE]
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