Joshua Dyal said:Also, for what it's worth, I don't consider the cleric to be a fantasy archetype in the least. It's a D&D-ism pure and simple. At it's most basic levels, fighter, rogue and wizard are the only true basal archetypes. But again, unless those archetypes are represented by classes that are extremely flexible, or served by multiple classes that explore different facets of the archetype, I would hardly recommend shrinking to three classes.
arnwyn said:As an aside, I did like the swashbuckler, summoner, and pirate class ideas...
AFGNCAAP said:I have to agree--the core classes present doesn't really cover all the bases. However, I'd prefer a shrinking & generalization of the core classes rather than an expansion & specialization of them--Palladium Fantasy, and to a more horrific extent (IMHO) Rifts, have oodles & oodles of Occupational Character Classes (OCCs), which (IMHO) are horrible when it comes to balance--despite the roleplaying impusle to play a Vagabond instead of a Glitter Boy, Apok, or Cosmo-Knight, the poor old Vagabond will die off soon due to the heavies that the GM sends to deal with his Mega-Damage dealing & taking party members.
I definitely don't like the Paladin as a core class. It's just entirely too narrow in focus for a base class, IMHO. I'm all for a Paladin PrC, but not a base class.
The cleric could go, so far as I care. Its magic doesn't seem divine at all. And the warlike stance of the armor, especially, comes at the cost of making an unarmored cleric suboptimal, even if it is more appropriate to the deity. I'd like to see some sort of mystic class replace it.
Remathilis said:My fear of the "over specializing" of D&D (and to a lesser extent, any Tolkenisque flavored pesudo-midieval setting) is balance issues. For example, lets make a knight, duelist, and archer core class. The knight might have good access to heavy armor, good hp, and melee and horseman feats. The duelist might have som UCD, a way to improve thier AC without armor, etc. The archer would have access to great bow attacks, bonus damage). However, are these three equal? Is it better than one generic fighter class (as D&D does now?) Is it necessary to have them as seperate classes?
By the same token, do we need a sorcerer, wizard, and witch class? Does one have more prerognative to be a class than another?

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.