What classes haven't been done yet?

Nifft --> What abilities do you envision Legolas having though that cannot be reasonably duplicated using existing classes?
 

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Kaodi said:
Nifft --> What abilities do you envision Legolas having though that cannot be reasonably duplicated using existing classes?

Legolas also has the Shield Surfer and Snow Walker PrCs. They're in the as-yet-unpublished Complete Cinematic Elf supplement from WotC, release date 2011.
 

I like how the core 4 classes are immenently flexible even if it is through special abilities.
1. Fighter - feats galore
2. Cleric - divine spells
3. Wizard - arcane spells & even more feats than clerics
4. Rogues -

Well, rogues have cut in stone abilities:
a. Sneak attack
b. Trapfinding and increasing trapsense
c. Evasion, uncanny dodge, and improved uncanny dodge
d. Special Abilities for high level

c & d could really use more flexibility. At least more SA's for the Rogue would be nice.

Either that or make Trapfinding an ability others can select, so Rogues are no longer a core class. (the core 4)
 

D.Shaffer said:
Of course, it's hard to be a good pirate when a skill like Profession isnt on your class list. I'm looking at you Fighter. :p

Yeah, it's an easy fix, but you're still technically looking at an alternate class feature.

Which is why all skills should be class skills.
 

interwyrm said:
.......Other than that, I'd like to see classes with a cultural predisposition stripped of that. Wu Jen, Spirit Shaman, Shugenja, Monk, Ninja, Samurai, some of the disciplines in Bo9S.
Also, I'd like to see there NEVER be alignment restrictions or roleplaying restrictions on class abilities. Mechanical restrictions like the ones the Knight class faces are fine. The paladin is not.
There should be crunch, and there should be fluff. The player should be the one to make the fluff.......

Ugh. Don't take it personally, but this sounds like just so much drek. Doesn't make sense to me at all.

For one, if you're gonna strip the cultural predispositions from the oriental classes, you ought to at least be doing the exact same thing to Bards, Clerics, Druids, Paladins, and Wizards. They're just the Western cultural versions of Ninjas, Shugenjas, Spirit Shamans, Samurai, and Wu Jen, after all, when you get down to it. And then what do you have? A ton of vague classes that are nothing more than sets of statistics and simple, bland class features.

Removing roleplay restrictions and such, like eliminating/genericizing the Paladin? Then what's the point of having any classes/characters dedicated to any kind of ideal or discipline? Better get rid of clerics too. Oh, and druids. Oh, and every other divine spellcaster. That Bard's lookin' kinda shifty too, and the barbarian, the monk...yeah, gonna have to ditch those too, cuz they look like badwrongfun with their stupid alignment restrictions and flavor. -_-

Why would you want to strip out every bit of flavor from D&D and leave it a textbook-style chunk of dry, raw, mind-numbingly dull rules material?

If there's no flavor built into the game, then what are new players and DMs going to do for inspiration and guidance? What's going to make D&D any different from GURPS or Palladium or the like, other than some bland statistical minutiae? ...Eh, now I'm probably losing track of my initial point, but basically....

The fluff's there to make this stuff into D&D stuff, not generic undefined fantasy game #25 stuff. It serves purposes, and it gives DMs and players a framework for how things come together and interact in the game, which they can then tweak to their individual stylistic preferences, rather than having to research it all and hammer out all the details themselves whole-cloth.

People should be able to look at the Player's Handbook and quickly have a firm grasp of their Monk's or Rogue's or Druid's place in the D&D world, at least before hearing whatever roleplay tweakings the DM has instituted regarding them. DMs should be able to look at the Monster Manual and quickly grasp the basic niche, territories, and role of a monster. They shouldn't have to invent it all themselves, though they can certainly alter the description for their own game if they really feel like it.
 

ehren37 said:
Which is why all skills should be class skills.

Joe, player of Gazanthrax the Wizard and Destroyer of Worlds: "Hey DM, why's Bob's fighter just as skilled at Spellcraft as me? He's never read a spell or stared into the mystical aether before, let alone actually cast a spell and shaped the very energies of creation!!"

Bob, player of Krangar the half-orc Fighter and General of a Thousand Battles: "Well, why's Laura's druid as much an expert on Knowledge of War as I am!?!? I've gathered entire armies and invaded the Nine Hells! I've lead strike teams into the heart of the Wasting Tower! And I've studied every book on Oerth even remotely similar to Sun Tzu's Art of War! All Laura does is run around the woods and speak to birds! She's never even been in a city or castle...."

Laura, player of Moss the gnome Druid and Arch-Heirophant of the Druidic Order: "Pssht! And why's Joe even better than me at dealing with animals? Not like he's ever been around any, besides his stupid owl familiar. I might've been a little preoccupied with destroying the illithid army and those beholders, but I've led entire forests full of animals into fighting the goblins!"


........yeah, I don't see much reason for all skills to be equally accessable to all classes regardless of those class' specialties and training. If someone wants an unusual character who's great at a skill that normally has nothing to do with their class' form of training, then they can take a feat or a multiclass level to obtain that as a class skill. I have feats in all of my homebrew settings that grant extra class skills, like Diverse Talents in my Rhunaria campaign. At least one fighter and one rogue have taken that feat so far, as I recall.
 

Tuzenbach said:
There should be a feat whose sole purpose is rogue-like skill efficiency. You use the feat to select either 1) skills you would not ordinarily have, or 2) skill points you would not ordinarily have.

Now, I'm no rules-maven by any stretch of the imagination. But tell me, is what I'm talking about either a current option or feasible future option?

There is able learner in races of destiny. Allows the character to pay 1 skill point for each cross rank instead of 2; you still are limited to max cross ranks. I think you have to be a human or doppleganger to take the feat and at 1st level.
 



Arkhandus said:
........yeah, I don't see much reason for all skills to be equally accessable to all classes regardless of those class' specialties and training.

I agree. A character's classes are their central defining feature, and their skills should follow from it.
 

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