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What is the right amount of Classes for Dungeons and Dragons?
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<blockquote data-quote="steeldragons" data-source="post: 9361207" data-attributes="member: 92511"><p>Ok...So...</p><p></p><p>Class #1: The Fighter - Strength class. Combat Expert. "Stamina/2nd Wind." Adds "Fighting Styles (weapon specializations)." Adds -and gains the most over levels- "Maneuvers."</p><p>-- Class #2: Specialist ("subclass") Fighter, the Cavalier - Str. Class + Charisma. Highly trained Attack & Tactics Expert. Adds "Code of Honor" abilities. Limited prescribed Fighting Style & Maneuvers.</p><p>Class #3: Alternate Fighter Archetype, the Barbarian - Str. class + Constitution. Damage Expert. Adds "Berserker/Rage" abilities. Limited prescribed Fighting Style & Maneuvers. "Subclass choice," a Totem/Clan, built into character progression for varying abilities, "class features," & skills.</p><p></p><p>Class # 4: The Mage - Intelligence class. Magic Expert. Arcane Magic-user. Spell Progression (levels and numbers cast). Occult Knowledge and abilities.</p><p>-- Class #5: Specialist ("subclass") Mage, the Illusionist - Int. class + Dexterity. "Illusion Magic"[Arcane] User. Spell Progression (as Mage).</p><p>Class #6: Alternate Mage Archetype, the Psychic - Int. class + Charisma. Mental Powers Expert. Adds "Mental Talents." Limited prescribed Occult Knowledge and abilities. "Subclass choice," a Power/Discipline, built into character progression for varying abilities, class features, & skills.</p><p></p><p>Class # 7: The Thief - Dexterity class. Skill Expert. "Expertise Progression." Specialized Damage boost ("Sneak Attack"). Adds - and gains the most over levels - "Tricks & Tasks."</p><p>--Class #8: Specialist ("subclass") Thief, the Acrobat - Dex. class + Charisma. Maneuverability Expert. Adds "Stunt" abilities. Limited prescribed Tricks & Tasks.</p><p>Class #9: Alternate Thief Archetype, the Bravo - Dex. class + Contitution. Covert Expert. Specialized Damage boost ("Coup de gras"). Limited prescribed Tricks & Tasks. "Subclass choice," a Guild, built into character progression for varying abilities, "class features," & skills.</p><p></p><p>Class #10: The Cleric - Wisdom class. Support Expert. Divine Magic-user. Divine Energy Channeler. Spell Progression (fewer levels and numbers cast than Mages). Sacred Knowledge and abilities.</p><p>--Class #11: Specialist ("subclass") Cleric, the Templar (the class formerly known as Paladin) - Wis. class + Strength. Divine Energy Channeler. Spell Progression fuels "Divine Smite" feature. Limited prescribed Sacred Knlowledge & abilities.</p><p>Class #12: Alternate Cleric Archetype, the Adept (the class formerly know as Monk)- Wis. class + Constitution. Combat & Skill Support. "Ki/Chi/Divine Self" Channeler. Adds Maneuvers & Stunts (see Acrobat). "Subclass choice," a Martial Art/Path, built into character progression for varying abilities, class features, & skills</p><p></p><p>Class #13: Ranger - Constitution class. Combat Support. Wilderness Expert. Adds Specialized Damage Boost ("Mark/Quarry"). Maneuvers and "Tricks & Tasks" over levels.</p><p>--Class #14: Specialist ("subclass") Ranger, the Swashbuckler - Con. class + Charisma. Combat & Skill Support. Maritime Expert. Adds "Panache" abiltiies. Limited precscribed Maneuvers/Tricks & Tasks.</p><p>Class #15: Alternate Archetype, the Swordmage - Con. class + Intelligence. Combat & Magic Support. Arcane Magic-user. Spell Progression ("Half" caster) Adds Maneuvers. "Subclass choice," an Origin/Source, built into character progression for varying abilities, class features, & skills. </p><p></p><p>Class # 16: the Druid - Charisma class. Magic Support. Nature Magic-user. Nature("Primal") Energy Channeler. Spell Progression. Nature Knowledge and abilities.</p><p>-- Class #17: Specialist ("subclass") Druid, the Bard - Cha. class + Dexterity. "Inspiration" Channeler. Limited Spell Progression ("Half" caster). Adds "Tricks & Tasks," Limited prescribed Nature Knowledge & abilities.</p><p>Class #18: Alternate Druid Archetype, the Witch - Cha. class + Int. Occult (Multi-) Magic-user. Arcane Channeler. Spell Progression. Mental Powers. Adds "Incantations." Limited prescribed Nature & Occult Knowledge and abilities. "Subclass choice," a Coven, built into character progression for varying abilities, class features, & skills.</p></blockquote><p></p>
[QUOTE="steeldragons, post: 9361207, member: 92511"] Ok...So... Class #1: The Fighter - Strength class. Combat Expert. "Stamina/2nd Wind." Adds "Fighting Styles (weapon specializations)." Adds -and gains the most over levels- "Maneuvers." -- Class #2: Specialist ("subclass") Fighter, the Cavalier - Str. Class + Charisma. Highly trained Attack & Tactics Expert. Adds "Code of Honor" abilities. Limited prescribed Fighting Style & Maneuvers. Class #3: Alternate Fighter Archetype, the Barbarian - Str. class + Constitution. Damage Expert. Adds "Berserker/Rage" abilities. Limited prescribed Fighting Style & Maneuvers. "Subclass choice," a Totem/Clan, built into character progression for varying abilities, "class features," & skills. Class # 4: The Mage - Intelligence class. Magic Expert. Arcane Magic-user. Spell Progression (levels and numbers cast). Occult Knowledge and abilities. -- Class #5: Specialist ("subclass") Mage, the Illusionist - Int. class + Dexterity. "Illusion Magic"[Arcane] User. Spell Progression (as Mage). Class #6: Alternate Mage Archetype, the Psychic - Int. class + Charisma. Mental Powers Expert. Adds "Mental Talents." Limited prescribed Occult Knowledge and abilities. "Subclass choice," a Power/Discipline, built into character progression for varying abilities, class features, & skills. Class # 7: The Thief - Dexterity class. Skill Expert. "Expertise Progression." Specialized Damage boost ("Sneak Attack"). Adds - and gains the most over levels - "Tricks & Tasks." --Class #8: Specialist ("subclass") Thief, the Acrobat - Dex. class + Charisma. Maneuverability Expert. Adds "Stunt" abilities. Limited prescribed Tricks & Tasks. Class #9: Alternate Thief Archetype, the Bravo - Dex. class + Contitution. Covert Expert. Specialized Damage boost ("Coup de gras"). Limited prescribed Tricks & Tasks. "Subclass choice," a Guild, built into character progression for varying abilities, "class features," & skills. Class #10: The Cleric - Wisdom class. Support Expert. Divine Magic-user. Divine Energy Channeler. Spell Progression (fewer levels and numbers cast than Mages). Sacred Knowledge and abilities. --Class #11: Specialist ("subclass") Cleric, the Templar (the class formerly known as Paladin) - Wis. class + Strength. Divine Energy Channeler. Spell Progression fuels "Divine Smite" feature. Limited prescribed Sacred Knlowledge & abilities. Class #12: Alternate Cleric Archetype, the Adept (the class formerly know as Monk)- Wis. class + Constitution. Combat & Skill Support. "Ki/Chi/Divine Self" Channeler. Adds Maneuvers & Stunts (see Acrobat). "Subclass choice," a Martial Art/Path, built into character progression for varying abilities, class features, & skills Class #13: Ranger - Constitution class. Combat Support. Wilderness Expert. Adds Specialized Damage Boost ("Mark/Quarry"). Maneuvers and "Tricks & Tasks" over levels. --Class #14: Specialist ("subclass") Ranger, the Swashbuckler - Con. class + Charisma. Combat & Skill Support. Maritime Expert. Adds "Panache" abiltiies. Limited precscribed Maneuvers/Tricks & Tasks. Class #15: Alternate Archetype, the Swordmage - Con. class + Intelligence. Combat & Magic Support. Arcane Magic-user. Spell Progression ("Half" caster) Adds Maneuvers. "Subclass choice," an Origin/Source, built into character progression for varying abilities, class features, & skills. Class # 16: the Druid - Charisma class. Magic Support. Nature Magic-user. Nature("Primal") Energy Channeler. Spell Progression. Nature Knowledge and abilities. -- Class #17: Specialist ("subclass") Druid, the Bard - Cha. class + Dexterity. "Inspiration" Channeler. Limited Spell Progression ("Half" caster). Adds "Tricks & Tasks," Limited prescribed Nature Knowledge & abilities. Class #18: Alternate Druid Archetype, the Witch - Cha. class + Int. Occult (Multi-) Magic-user. Arcane Channeler. Spell Progression. Mental Powers. Adds "Incantations." Limited prescribed Nature & Occult Knowledge and abilities. "Subclass choice," a Coven, built into character progression for varying abilities, class features, & skills. [/QUOTE]
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What is the right amount of Classes for Dungeons and Dragons?
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