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Two quick thoughts about all these new fangled base classes . . .
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<blockquote data-quote="Storm Raven" data-source="post: 3265620" data-attributes="member: 307"><p>I don't think you are understanding me on this part - I think most of the "interesting and flavorful abilities" can and should be converted to feat trees or other selectable attributes for characters rather than being grafted onto a myriad of base classes.</p><p></p><p></p><p></p><p>First off, in 1e, weapon specialization was certainly available to multiclassed characters. I refer you to the rules on page 18 of the 1e <em>Unearthed Arcana</em>. Second, there was no "wizard specialization" in the 1e rules. There was a magic-user subclass named the Illusionist, but that's it.</p><p></p><p>Second, the multiclasses were massively overpowered in 1e. At 30,000 experience points you could be a 5th level fighter - or a 4th/4th level fighter/magic user. Yep, you lose that one level in fighter to gain 4 levels in magic-user, which is massively overpowered. At 120,000 experience points you can be an 7th level fighter - or a 6th/6th level fighter/cleric. And so on.</p><p></p><p></p><p></p><p>But in 3e, their spells have become much more important to the classes. Which I think was the wrong direction for the rules to evolve.</p><p></p><p></p><p></p><p>I'm not seeing why just playing some version of a fighter/wizard or fighter/sorcerer would not work perfectly well.</p><p></p><p></p><p></p><p>This is exactly the sort of thing I have talked about. Why create a new class when you could just play a fighter/sorcerer (or some other type of caster) and use something like the Arcane Battle feats from <em>The Book of Iron Might</em>? It would accomplish almost exactly the same thing, without cluttering up the game with yet another base class.</p><p></p><p></p><p></p><p>First off, the concept <em>is</em> playable from level 1. You just don't have all the powers of a fully developed high level character at level 1. And exactly why (using the core rules) would you need to take time off to "learn weapons and armor" or whatever? And why should there not be, say, a chain of feats available to allow armored casting, which would solve that problem without having to have some sort of variant class with a super-duper special ability tacked on to it.</p><p></p><p></p><p></p><p>Fewer base classes would encourage more multiclassing. More base classes reduces the incentive to do so.</p></blockquote><p></p>
[QUOTE="Storm Raven, post: 3265620, member: 307"] I don't think you are understanding me on this part - I think most of the "interesting and flavorful abilities" can and should be converted to feat trees or other selectable attributes for characters rather than being grafted onto a myriad of base classes. First off, in 1e, weapon specialization was certainly available to multiclassed characters. I refer you to the rules on page 18 of the 1e [i]Unearthed Arcana[/i]. Second, there was no "wizard specialization" in the 1e rules. There was a magic-user subclass named the Illusionist, but that's it. Second, the multiclasses were massively overpowered in 1e. At 30,000 experience points you could be a 5th level fighter - or a 4th/4th level fighter/magic user. Yep, you lose that one level in fighter to gain 4 levels in magic-user, which is massively overpowered. At 120,000 experience points you can be an 7th level fighter - or a 6th/6th level fighter/cleric. And so on. But in 3e, their spells have become much more important to the classes. Which I think was the wrong direction for the rules to evolve. I'm not seeing why just playing some version of a fighter/wizard or fighter/sorcerer would not work perfectly well. This is exactly the sort of thing I have talked about. Why create a new class when you could just play a fighter/sorcerer (or some other type of caster) and use something like the Arcane Battle feats from [i]The Book of Iron Might[/i]? It would accomplish almost exactly the same thing, without cluttering up the game with yet another base class. First off, the concept [i]is[/i] playable from level 1. You just don't have all the powers of a fully developed high level character at level 1. And exactly why (using the core rules) would you need to take time off to "learn weapons and armor" or whatever? And why should there not be, say, a chain of feats available to allow armored casting, which would solve that problem without having to have some sort of variant class with a super-duper special ability tacked on to it. Fewer base classes would encourage more multiclassing. More base classes reduces the incentive to do so. [/QUOTE]
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