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Warlord as a Fighter option; Assassin as a Rogue option
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<blockquote data-quote="MoonSong" data-source="post: 6045706" data-attributes="member: 6689464"><p>Probably the Assassin might be able to be integrated with the rogue. After all back on first edition the Assassin was little more than a thief who could use more weapons, any poison, a special backstab table and some extra skills at the cost of delayed thieving progression, in second edition it was a Thief kit, in 3e a very different prestige class and in 4e we got shadow magic. Basically little has remained constant on the Assassin.</p><p></p><p>But the Warlord is too different from the Fighter on conceptual grounds. I'm really getting tired of this "Big Four eat as many other classes as possible" nonsense. Should the opinions of those who don't like certain classes weight more than those of the fans? Who has more knowledge about the esssence of a class, the one who played it to hearts content or the one who never played it or even played alongside it because he/she refused to play that particular edition? </p><p></p><p>Really is it too hard to acept? Paladins ain't clerics, Sorcerers ain't wizards, Rangers aren't thiefs, Barbarians aren't a Background and Warlords aren't Fighters (And healbots are goddamm fun!). Each class has it's fans and deserves a mechanical identity that does justice to it's fans expectations instead of being mistreated to please it's haters. I know it is a balancing act, I myslef don't like the warlord's non-magical healing because I want healbots to be viable, but I consider there is nothing wrong with the class as a whole and it has earned it's place on D&D, in fact except for the healing thing -whihc I don't like on any of the leader classes- I really find warlords a compelling and interesting class, something that had been oversight for many years -just as 3e gave us the sorcerer-. </p><p></p><p>We cannot just try to dismiss a class just because we don't like it, not in the Edition of Unity. If you cannot see why a class is a different class, ask it to the fans of said class and have the courtsy of ACTUALLY LISTENING when they answer instead of ignoring their reasons to love said class, that is the only way we can overcome prejudices and the stereotypes, only the ones who like a class are capable of saying why they like that class, when you just work based on your own preconceptions you are almost asured to miss the forest by the trees and doing something that alienates them.</p></blockquote><p></p>
[QUOTE="MoonSong, post: 6045706, member: 6689464"] Probably the Assassin might be able to be integrated with the rogue. After all back on first edition the Assassin was little more than a thief who could use more weapons, any poison, a special backstab table and some extra skills at the cost of delayed thieving progression, in second edition it was a Thief kit, in 3e a very different prestige class and in 4e we got shadow magic. Basically little has remained constant on the Assassin. But the Warlord is too different from the Fighter on conceptual grounds. I'm really getting tired of this "Big Four eat as many other classes as possible" nonsense. Should the opinions of those who don't like certain classes weight more than those of the fans? Who has more knowledge about the esssence of a class, the one who played it to hearts content or the one who never played it or even played alongside it because he/she refused to play that particular edition? Really is it too hard to acept? Paladins ain't clerics, Sorcerers ain't wizards, Rangers aren't thiefs, Barbarians aren't a Background and Warlords aren't Fighters (And healbots are goddamm fun!). Each class has it's fans and deserves a mechanical identity that does justice to it's fans expectations instead of being mistreated to please it's haters. I know it is a balancing act, I myslef don't like the warlord's non-magical healing because I want healbots to be viable, but I consider there is nothing wrong with the class as a whole and it has earned it's place on D&D, in fact except for the healing thing -whihc I don't like on any of the leader classes- I really find warlords a compelling and interesting class, something that had been oversight for many years -just as 3e gave us the sorcerer-. We cannot just try to dismiss a class just because we don't like it, not in the Edition of Unity. If you cannot see why a class is a different class, ask it to the fans of said class and have the courtsy of ACTUALLY LISTENING when they answer instead of ignoring their reasons to love said class, that is the only way we can overcome prejudices and the stereotypes, only the ones who like a class are capable of saying why they like that class, when you just work based on your own preconceptions you are almost asured to miss the forest by the trees and doing something that alienates them. [/QUOTE]
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Warlord as a Fighter option; Assassin as a Rogue option
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