LuisCarlos17f
Legend
I have said some times in the past the keys for a class should be:
- Right balance of power, of course.
- Fun gameplay. A example of bad design would the phsychic enervation by the psionic wilder. If I want one, then I would use the optional penalty, dazed for a round, from the Pathfinder version by Dreamscarred Press.
- Interesting concept, a cool mark of identity. The soulborn and the incarnate from "Magic of Incarnum" are two examples of failed ideas. They were too close to the paladins. A good concept should can be used in a fiction work without gameplay at all. If, for example, there is a totem shaman in the story, and it is work as a druid, then you are making it wrong. The player/reader/watcher public has to notice this is a totem shaman and not a druid.
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I would rather subclasses from the 1st level to feel my PC is different.
- Right balance of power, of course.
- Fun gameplay. A example of bad design would the phsychic enervation by the psionic wilder. If I want one, then I would use the optional penalty, dazed for a round, from the Pathfinder version by Dreamscarred Press.
- Interesting concept, a cool mark of identity. The soulborn and the incarnate from "Magic of Incarnum" are two examples of failed ideas. They were too close to the paladins. A good concept should can be used in a fiction work without gameplay at all. If, for example, there is a totem shaman in the story, and it is work as a druid, then you are making it wrong. The player/reader/watcher public has to notice this is a totem shaman and not a druid.
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I would rather subclasses from the 1st level to feel my PC is different.