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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="steeldragons" data-source="post: 9366142" data-attributes="member: 92511"><p>Or ability dependent/defined classes in the major D&D archetypes...which would bring us to...24? Too many for an initial manual, really. But could be good (if I can come up with enough flavors of things to fill the slots...)</p><p></p><p>The Fighters - Weapons-/Combat-focused classes. Access to any/all varieties of armor and weapons. Various non-magic skills and abilities.</p><p>--Barbarian: Strength warrior class. Raw Damage fighter. Rage.</p><p>--Adept: Dex. warrior class. Unarmed fighter. Styles.</p><p>--Armiger: Con. warrior class. Broad combat-skills fighter. Maneuvers.</p><p>--Dungeoneer: Int. warrior class. Exploration-skills fighter. Tricks & Tasks.</p><p>--Swordmaster: Wis. warrior class. Weapon specialist fighter. Focus.</p><p>--Cavalier: Cha. warrior class. Knightly-trained fighter. Honor.</p><p></p><p>The Mystics - Support classes. Some degree of armor and weapon use with Magical powers channeling (primarily) an external power, possibly with spells (secondary)</p><p>--Paladin/Templar: Str. channeler class. Combat & Magic support mystic. Channel Divine(Deity, Non-deific Patron or Ideal), Smites.</p><p>--Psiloi: Dex. channeler class. Skills & Magic support mystic. Channel Aether(Psychic), Auras.</p><p>--Shaman: Con. channeler class. Magic support mystic. Channel Nature(Spirit World), Spirit Powers</p><p>--Warlock: Int. channeler class. Magic support mystic. Channel Arcane(Occult Patron), Invocations.</p><p>--Cleric: Wis. channeler class. Combat & Magic support mystic. Channel Divine(Deity), Domain Powers.</p><p>--Bard: Cha. channeler class. Skill & Magic support mystic. Channel Nature, Inspiration.</p><p></p><p>The Rogues - Skill-driven/focused classes. Generally lightly armored, variety of weapons use, often including ranged attacks. Non-magic skills and abilities ("Tricks & Tasks") assigned by class and then open to individual character (player choice) customized accumulation.</p><p>--Assassin/Bravo: Str. expert class. Fighting skills rogue. Tricks & Tasks.</p><p>--Acrobat: Dex. expert class. Maneuverability skills rogue. Tricks & Tasks.</p><p>--Ranger: Con. expert class. Wilderness skills rogue. Tricks & Tasks.</p><p>--Thief: Int. expert class. Stealth/infiltration skills rogue. Tricks & Tasks.</p><p>--Alchemist: Wis. expert class. Magic skills rogue. Tricks & Tasks.</p><p>--Rake: Cha. expert class. Interactions/persuasion skills rogue. Tricks & Tasks.</p><p></p><p>The Wizards - Magic-/Supernatural-driven focused classes. Limited or no armor, severely limited weapons. Magic is harnessed/controlled through knowledge/training/other internal personal effort.</p><p>--Swordmage: Str. magic-using class. Combat supernatural wizard. Arcane(Occult) powers. Orders subclasses.</p><p>--Illusionist: Dex. magic-using class. Perception/deception specialist wizard. Arcane(Illusion) spell list & powers.</p><p>--Warder: Con. magic-using class. Protection/defensive specialist wizard. Arcane(Apotropaic, a.k.a."Abjuration") spell list & powers.</p><p>--Mage: Int. magic-using class. General Arcane wizard. Arcane spell list.</p><p>--Psychic: Wis. magic-using class. Support supernatural wizard. Psychic(Aether) powers. Disciplines subclasses.</p><p>--Druid: Cha. magic-using class. General Nature wizard. Nature spell list.</p><p></p><p>hmmm. 24 classes and I don't get my devoted Swashbuckler or Witch...though see multiple ways one could make them happen...</p><p></p><p>I dunno. Still strikes me as too many for a "base" game, maybe.</p></blockquote><p></p>
[QUOTE="steeldragons, post: 9366142, member: 92511"] Or ability dependent/defined classes in the major D&D archetypes...which would bring us to...24? Too many for an initial manual, really. But could be good (if I can come up with enough flavors of things to fill the slots...) The Fighters - Weapons-/Combat-focused classes. Access to any/all varieties of armor and weapons. Various non-magic skills and abilities. --Barbarian: Strength warrior class. Raw Damage fighter. Rage. --Adept: Dex. warrior class. Unarmed fighter. Styles. --Armiger: Con. warrior class. Broad combat-skills fighter. Maneuvers. --Dungeoneer: Int. warrior class. Exploration-skills fighter. Tricks & Tasks. --Swordmaster: Wis. warrior class. Weapon specialist fighter. Focus. --Cavalier: Cha. warrior class. Knightly-trained fighter. Honor. The Mystics - Support classes. Some degree of armor and weapon use with Magical powers channeling (primarily) an external power, possibly with spells (secondary) --Paladin/Templar: Str. channeler class. Combat & Magic support mystic. Channel Divine(Deity, Non-deific Patron or Ideal), Smites. --Psiloi: Dex. channeler class. Skills & Magic support mystic. Channel Aether(Psychic), Auras. --Shaman: Con. channeler class. Magic support mystic. Channel Nature(Spirit World), Spirit Powers --Warlock: Int. channeler class. Magic support mystic. Channel Arcane(Occult Patron), Invocations. --Cleric: Wis. channeler class. Combat & Magic support mystic. Channel Divine(Deity), Domain Powers. --Bard: Cha. channeler class. Skill & Magic support mystic. Channel Nature, Inspiration. The Rogues - Skill-driven/focused classes. Generally lightly armored, variety of weapons use, often including ranged attacks. Non-magic skills and abilities ("Tricks & Tasks") assigned by class and then open to individual character (player choice) customized accumulation. --Assassin/Bravo: Str. expert class. Fighting skills rogue. Tricks & Tasks. --Acrobat: Dex. expert class. Maneuverability skills rogue. Tricks & Tasks. --Ranger: Con. expert class. Wilderness skills rogue. Tricks & Tasks. --Thief: Int. expert class. Stealth/infiltration skills rogue. Tricks & Tasks. --Alchemist: Wis. expert class. Magic skills rogue. Tricks & Tasks. --Rake: Cha. expert class. Interactions/persuasion skills rogue. Tricks & Tasks. The Wizards - Magic-/Supernatural-driven focused classes. Limited or no armor, severely limited weapons. Magic is harnessed/controlled through knowledge/training/other internal personal effort. --Swordmage: Str. magic-using class. Combat supernatural wizard. Arcane(Occult) powers. Orders subclasses. --Illusionist: Dex. magic-using class. Perception/deception specialist wizard. Arcane(Illusion) spell list & powers. --Warder: Con. magic-using class. Protection/defensive specialist wizard. Arcane(Apotropaic, a.k.a."Abjuration") spell list & powers. --Mage: Int. magic-using class. General Arcane wizard. Arcane spell list. --Psychic: Wis. magic-using class. Support supernatural wizard. Psychic(Aether) powers. Disciplines subclasses. --Druid: Cha. magic-using class. General Nature wizard. Nature spell list. hmmm. 24 classes and I don't get my devoted Swashbuckler or Witch...though see multiple ways one could make them happen... I dunno. Still strikes me as too many for a "base" game, maybe. [/QUOTE]
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