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What Core Class was actually fun to play
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<blockquote data-quote="simply not edible" data-source="post: 3968452" data-attributes="member: 42431"><p>1. I think, of the examples given here, the rogue had the most to complain about. I've seen campaigns built around 110% undead encounters (at least they felt like it, but then again I have grown a disliking for undead and tend to exaggerate (a lot)), so imagine the fun running a simple, low-level rogue there, with your dagger and possibly negative Strength modifier... No fun and games.</p><p></p><p>2. Sure, there should be drawbacks. I don't think anybody besides a total munchkin would say otherwise, and even most munchkins would (hopefully) say that the drawback is part of the challenge when making a powerful build. Only, your drawbacks should not be so present that you have a serious chance of not participating for lengthy parts of the game (you know, like combat).</p><p></p><p>3. This is where I hope the roles come in - whereas first, yo needed a Cleric, if all goes well, you will now only need a Leader, leaving up to the player what kind of Leader they would prefer to play. Same for any other role. I hope to see a game where any 4-player party with all the <em>Roles</em> properly filled is considered balanced, regardless of what <em>casses</em> are used to fill those roles.</p><p></p><p>4. I have only played 3.5, but I have enjoyed most of the caracters I've played intensely. Mostly because I intend to just get at that table and enjoy myself - and mostly being surrounded by players with those same goals. And those classes where by no means limited to those usually considered "good" classes. I enjoyed m Bard for almost two years in the IK, slowly cracking under the pressure of having official command over the group, had great fun with my dwarf Monk/Zerth Cenobite and his overly acrobatic shenanigans ("I hit that guy" "But he's across the room, on te second floor balcony..." "So, tat would be how many Jumps, Tumbles, and Climbs?" -- all that and then miss the punch, d*mn it, but I enjoyed getting there!), and I absolutely love my little Necromancer with all my heart, twisted as he may be (casting <em>blindness</em> on party members <em>is</em> the logical thing to do, sometimes). I'm currently getting as much as I can out of a Dragon Shaman, and that's geat fun, too.</p><p></p><p>The only thing I don't think I'll end up playing anymore, though I wish I cold, is the Scout. Don't see a new opportunity come up short of a character dying, and I never plan for that.</p><p></p><p>Thankfully, 4th seems to be having some classes that sound interesting as well. Think I might end up trying a Paladin or Warlord - especially the latter sounds like much fun to me.</p><p></p><p>As long as the options are interesting and viable, I'd say i'm good to go. And "interesting and viable" does imply that they should not be total Gods from the get-go. I don't want to have to try and build sub-optimally just so the other players can join in on the fun.</p></blockquote><p></p>
[QUOTE="simply not edible, post: 3968452, member: 42431"] 1. I think, of the examples given here, the rogue had the most to complain about. I've seen campaigns built around 110% undead encounters (at least they felt like it, but then again I have grown a disliking for undead and tend to exaggerate (a lot)), so imagine the fun running a simple, low-level rogue there, with your dagger and possibly negative Strength modifier... No fun and games. 2. Sure, there should be drawbacks. I don't think anybody besides a total munchkin would say otherwise, and even most munchkins would (hopefully) say that the drawback is part of the challenge when making a powerful build. Only, your drawbacks should not be so present that you have a serious chance of not participating for lengthy parts of the game (you know, like combat). 3. This is where I hope the roles come in - whereas first, yo needed a Cleric, if all goes well, you will now only need a Leader, leaving up to the player what kind of Leader they would prefer to play. Same for any other role. I hope to see a game where any 4-player party with all the [i]Roles[/i] properly filled is considered balanced, regardless of what [i]casses[/i] are used to fill those roles. 4. I have only played 3.5, but I have enjoyed most of the caracters I've played intensely. Mostly because I intend to just get at that table and enjoy myself - and mostly being surrounded by players with those same goals. And those classes where by no means limited to those usually considered "good" classes. I enjoyed m Bard for almost two years in the IK, slowly cracking under the pressure of having official command over the group, had great fun with my dwarf Monk/Zerth Cenobite and his overly acrobatic shenanigans ("I hit that guy" "But he's across the room, on te second floor balcony..." "So, tat would be how many Jumps, Tumbles, and Climbs?" -- all that and then miss the punch, d*mn it, but I enjoyed getting there!), and I absolutely love my little Necromancer with all my heart, twisted as he may be (casting [i]blindness[/i] on party members [i]is[/i] the logical thing to do, sometimes). I'm currently getting as much as I can out of a Dragon Shaman, and that's geat fun, too. The only thing I don't think I'll end up playing anymore, though I wish I cold, is the Scout. Don't see a new opportunity come up short of a character dying, and I never plan for that. Thankfully, 4th seems to be having some classes that sound interesting as well. Think I might end up trying a Paladin or Warlord - especially the latter sounds like much fun to me. As long as the options are interesting and viable, I'd say i'm good to go. And "interesting and viable" does imply that they should not be total Gods from the get-go. I don't want to have to try and build sub-optimally just so the other players can join in on the fun. [/QUOTE]
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