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General Tabletop Discussion
*Dungeons & Dragons
What is the right amount of Classes for Dungeons and Dragons?
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<blockquote data-quote="Aldarc" data-source="post: 9359141" data-attributes="member: 5142"><p>Basically video games realized, single-player or not, that a lot of magic healing and support utility can easily be put on the mage. There was no reason that it needed to be a separate class. And when you expand classes beyond the three, what often happens is that instead of having a Cleric, the Paladin analogue becomes the armored holy magic-wielder. </p><p></p><p></p><p>Fun fact: "God" is referenced a number of times in the cleric spells of the Warcraft: Orcs & Humans game manual. However, over subsequent games, "god" was removed from human religion as it more generally became the "Church of the Holy Light." </p><p></p><p>In Warcraft 2, clerics are replaced by Paladins, and we get more about "the Light." In Warcraft 3, we still have the Paladin, which maintains the whole bit about "the Light." We also get the elven priest, which really becomes more of a light-armored mage with healing and some utility. By the time that we finally get to World of Warcraft, the Priest has shifted to a more generic mage focused on "the Light" and "the Void," with their magic power being fueled by conviction. In some ways, the contemporaneous Warcraft Priest is something between a mix of a Cleric, a Psion, and a Jedi Counselor. I admittedly quite like it. But the role of the heavily armored holy representative of the Light was taken by the Paladin. Then in WoW: Cataclysm we also saw that it was possible for there to be Void Paladins but we have not been able to play one. </p><p></p><p>If I could, I probably would make a Priest or Mystic as a light-armored spellcaster because I think that the identities and aesthetics of the Cleric and Paladin in D&D overlap a little too much.</p></blockquote><p></p>
[QUOTE="Aldarc, post: 9359141, member: 5142"] Basically video games realized, single-player or not, that a lot of magic healing and support utility can easily be put on the mage. There was no reason that it needed to be a separate class. And when you expand classes beyond the three, what often happens is that instead of having a Cleric, the Paladin analogue becomes the armored holy magic-wielder. Fun fact: "God" is referenced a number of times in the cleric spells of the Warcraft: Orcs & Humans game manual. However, over subsequent games, "god" was removed from human religion as it more generally became the "Church of the Holy Light." In Warcraft 2, clerics are replaced by Paladins, and we get more about "the Light." In Warcraft 3, we still have the Paladin, which maintains the whole bit about "the Light." We also get the elven priest, which really becomes more of a light-armored mage with healing and some utility. By the time that we finally get to World of Warcraft, the Priest has shifted to a more generic mage focused on "the Light" and "the Void," with their magic power being fueled by conviction. In some ways, the contemporaneous Warcraft Priest is something between a mix of a Cleric, a Psion, and a Jedi Counselor. I admittedly quite like it. But the role of the heavily armored holy representative of the Light was taken by the Paladin. Then in WoW: Cataclysm we also saw that it was possible for there to be Void Paladins but we have not been able to play one. If I could, I probably would make a Priest or Mystic as a light-armored spellcaster because I think that the identities and aesthetics of the Cleric and Paladin in D&D overlap a little too much. [/QUOTE]
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What is the right amount of Classes for Dungeons and Dragons?
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