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General Tabletop Discussion
*Dungeons & Dragons
Warlocks' patrons vs. Paladin Oaths and Cleric Deities
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<blockquote data-quote="TwoSix" data-source="post: 9862513" data-attributes="member: 205"><p>Sure. My core approach for 5e (and 3e and 4e before that) is that every character in the setting, PC and NPC alike, are unique. The class rules are simply a gameable model of options that are open to players at the start of the game, and are only a small subset of the limitless options that are actually available within the fiction.</p><p></p><p>Terms used within the fiction to describe archetypes of characters (like mage, or wizard, or priest) only have a loose connection to the class-building rules at best. As an example, every "wizard" at a wizard academy must have some unifying traits, like using their Intelligence to cast spells that are stored in a written, transmittable form, but the actual progression of a character's powers is unique (or at least not widely common).</p><p></p><p>I can and do allow for homebrew classes, prestige-type classes, custom feats, class transformations, and template-like boons to reflect each character's unique journey. </p><p></p><p>I also rarely use the Monster Manual, preferring to build my own encounters, and I've never used the godawful "humanoid templates" found within except as a loose inspirational starting point.</p></blockquote><p></p>
[QUOTE="TwoSix, post: 9862513, member: 205"] Sure. My core approach for 5e (and 3e and 4e before that) is that every character in the setting, PC and NPC alike, are unique. The class rules are simply a gameable model of options that are open to players at the start of the game, and are only a small subset of the limitless options that are actually available within the fiction. Terms used within the fiction to describe archetypes of characters (like mage, or wizard, or priest) only have a loose connection to the class-building rules at best. As an example, every "wizard" at a wizard academy must have some unifying traits, like using their Intelligence to cast spells that are stored in a written, transmittable form, but the actual progression of a character's powers is unique (or at least not widely common). I can and do allow for homebrew classes, prestige-type classes, custom feats, class transformations, and template-like boons to reflect each character's unique journey. I also rarely use the Monster Manual, preferring to build my own encounters, and I've never used the godawful "humanoid templates" found within except as a loose inspirational starting point. [/QUOTE]
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Warlocks' patrons vs. Paladin Oaths and Cleric Deities
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