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What classes haven't been done yet?
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<blockquote data-quote="Torm" data-source="post: 3267179" data-attributes="member: 12706"><p>What I'd really like to see is a few base classes that require some sort of extreme luck or very special (and EARNED) allowance from the DM in order to play at all. For two examples:</p><p></p><p>The Paladin - the DM I first played a Paladin under made players roll percentile dice at his first character creation. You either rolled a 99 or a 100, or you could NEVER play a Paladin. EVER. And if you ever "fell" as a Paladin, that was it, as well. Admittedly, this might sound a little nuts to some people, but for those of us (and by us, I mean ME <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> ) fortunate enough to actually get to play one, it was something SPECIAL.</p><p></p><p>The Princess - the princess who goes against her parents wishes and/or has something happen to her parents that leaves her with no choice and thus goes adventuring is a staple of fantasy. Some might argue that this character could be played using existing classes, and that is true, but a Princess is going to start with sufficient benefits without a separate class to be balanced all on her own - wealth and special powers that come from her beauty, purity, and nobility. (Examples - healing tears or kisses, charismatic command and diplomacy, rare righteous attacks that always count as surprise because no one expects <em>that</em> from a Princess.) Since princesses are not commoners, they should be uncommon - and also require either a special roll or, possibly, an extremely well-written backstory that the DM judges to be USEFUL to him, in order for a player to play one.</p><p></p><p>Also, someone mentioned "a real witch". For my two cents as a REAL WORLD witch, I find that, within the framework of the existing 3.5 mechanics, I'm fairly pleased with the one given as an example for making a new class in the DMG. Admittedly, a better job COULD be done, but not MUCH better without coming up with an entirely new magic system that would frankly probably be too complex for many players and DMs, AND not without giving some actual justification to people who suggest that playing D&D can lead to involvement with the occult. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="Torm, post: 3267179, member: 12706"] What I'd really like to see is a few base classes that require some sort of extreme luck or very special (and EARNED) allowance from the DM in order to play at all. For two examples: The Paladin - the DM I first played a Paladin under made players roll percentile dice at his first character creation. You either rolled a 99 or a 100, or you could NEVER play a Paladin. EVER. And if you ever "fell" as a Paladin, that was it, as well. Admittedly, this might sound a little nuts to some people, but for those of us (and by us, I mean ME ;) ) fortunate enough to actually get to play one, it was something SPECIAL. The Princess - the princess who goes against her parents wishes and/or has something happen to her parents that leaves her with no choice and thus goes adventuring is a staple of fantasy. Some might argue that this character could be played using existing classes, and that is true, but a Princess is going to start with sufficient benefits without a separate class to be balanced all on her own - wealth and special powers that come from her beauty, purity, and nobility. (Examples - healing tears or kisses, charismatic command and diplomacy, rare righteous attacks that always count as surprise because no one expects [I]that[/I] from a Princess.) Since princesses are not commoners, they should be uncommon - and also require either a special roll or, possibly, an extremely well-written backstory that the DM judges to be USEFUL to him, in order for a player to play one. Also, someone mentioned "a real witch". For my two cents as a REAL WORLD witch, I find that, within the framework of the existing 3.5 mechanics, I'm fairly pleased with the one given as an example for making a new class in the DMG. Admittedly, a better job COULD be done, but not MUCH better without coming up with an entirely new magic system that would frankly probably be too complex for many players and DMs, AND not without giving some actual justification to people who suggest that playing D&D can lead to involvement with the occult. ;) [/QUOTE]
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