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What is your favorite class(es), and what about makes them so fun?
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<blockquote data-quote="EzekielRaiden" data-source="post: 9009494" data-attributes="member: 6790260"><p><strong>Paladin:</strong> I'm big on knightly virtues, the Gentle Giant archetype that Paladins lean toward, and high-Cha archetypes (because I always prefer to persuade first, with violence only as a lamentable fallback.) I love the idea of Lay on Hands, especially as implemented in 4e, where it is actually <em>self-sacrifice</em> to aid another.</p><p></p><p><strong>Sorcerer:</strong> This was my first love, before Paladin. The idea of magic power coursing through your veins appeals to me, and as above, it's a high-Cha archetype (this will become a running theme.) Even better, the "classic" Sorcerer concept is Draconic, and dragons are one of my favorite things in all of fiction.</p><p></p><p><strong>Warlord:</strong> Leader-of-men, so it's a high-Cha archetype. It's also the class that manifests one of the great distinctions I've always valued, the difference between Athena and Ares: strategy vs. slaughter, brilliant skill vs brute strength, mental combat as opposed to physical combat. Warlords have all that, <em>and</em> diplomacy.</p><p></p><p><strong>Summoner:</strong> Not found in every game, but when it's present, I love it. I'm especially partial to the "Synthesist" concept from Pathfinder, where your buddy acts as a magical-spiritual "shell" surrounding your actual body. High-Cha, dealing with the planes, and full of esoteric knowledge and weirdness--that's my jam.</p><p></p><p><strong>Avenger:</strong> The odd man out, but I've always loved this concept from 4e. It pairs the Divine-flavored stuff I enjoy quite a bit with some unusual elements and an idea of only striking once, but striking with all your might (ultra-accurate and using big weapons, frex.) Plus, Assassin's Creed style, without Assassin's Creed <em>writing</em>.</p><p></p><p>Now for the "I like them, but not as much as the above" ones. Usually, I'll be drawn in by some kind of other thing, either a cool mechanical interaction or a subclass-/variant-specific descriptive element that excites me.</p><p></p><p><strong>Druid:</strong> Mostly, the thing here is shapeshifting, which has notes of the Synthesist above, but there are others; the 5e circles of Wildfire and Stars appeal quite a bit, and I once, relatively briefly, played a gestalt Int-based Druid/Wizard/Geomancer that was a heck of a lot of fun (and eventually became Space Dragon Pope, only half-joking.)</p><p></p><p><strong>Monk:</strong> I <em>absolutely adore</em> the mechanical implementation of the Monk in 13th Age, and even as a general idea, I find the concept of martial arts pretty cool in a game. Being able to dish out the pain with just your own body, and doing so through patience, discipline, and enlightenment? Yeah, that's cool.</p><p></p><p><strong>Swordmage:</strong> I love finding synergy in seeming contradiction, which runs through several of the above concepts. Swordmages marry together two disciplines usually considered at odds--and I love it when that concept is truly supported to the hilt (hah, punny), making something greater than either part alone.</p><p></p><p><strong>Warlock:</strong> Normally this is outside my wheelhouse, because of the association with corruption and/or "bad" power. But some flavors of Warlock--e.g. Hexblade, or in 5e specifically the Celestial+Tome option--are pretty cool, and I could see them growing into something really interesting and different.</p><p></p><p>There's also a concept D&D has rarely implemented well, that I wish it <em>would</em> implement better: <strong>Runes</strong>. I've always wanted a "Runecaster" class that felt distinct and impactful, something that could go toe-to-toe with a regular spellcaster, but in a completely different <em>way</em>, much as how psionics is generally expected to work differently. I take some degree of pride in my command of language, so there's a natural desire to see that control-of-words represented as an actually supernatural power; this is part, albeit only one part, of why I love the <em>Myst</em> games so much.</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 9009494, member: 6790260"] [B]Paladin:[/B] I'm big on knightly virtues, the Gentle Giant archetype that Paladins lean toward, and high-Cha archetypes (because I always prefer to persuade first, with violence only as a lamentable fallback.) I love the idea of Lay on Hands, especially as implemented in 4e, where it is actually [I]self-sacrifice[/I] to aid another. [B]Sorcerer:[/B] This was my first love, before Paladin. The idea of magic power coursing through your veins appeals to me, and as above, it's a high-Cha archetype (this will become a running theme.) Even better, the "classic" Sorcerer concept is Draconic, and dragons are one of my favorite things in all of fiction. [B]Warlord:[/B] Leader-of-men, so it's a high-Cha archetype. It's also the class that manifests one of the great distinctions I've always valued, the difference between Athena and Ares: strategy vs. slaughter, brilliant skill vs brute strength, mental combat as opposed to physical combat. Warlords have all that, [I]and[/I] diplomacy. [B]Summoner:[/B] Not found in every game, but when it's present, I love it. I'm especially partial to the "Synthesist" concept from Pathfinder, where your buddy acts as a magical-spiritual "shell" surrounding your actual body. High-Cha, dealing with the planes, and full of esoteric knowledge and weirdness--that's my jam. [B]Avenger:[/B] The odd man out, but I've always loved this concept from 4e. It pairs the Divine-flavored stuff I enjoy quite a bit with some unusual elements and an idea of only striking once, but striking with all your might (ultra-accurate and using big weapons, frex.) Plus, Assassin's Creed style, without Assassin's Creed [I]writing[/I]. Now for the "I like them, but not as much as the above" ones. Usually, I'll be drawn in by some kind of other thing, either a cool mechanical interaction or a subclass-/variant-specific descriptive element that excites me. [B]Druid:[/B] Mostly, the thing here is shapeshifting, which has notes of the Synthesist above, but there are others; the 5e circles of Wildfire and Stars appeal quite a bit, and I once, relatively briefly, played a gestalt Int-based Druid/Wizard/Geomancer that was a heck of a lot of fun (and eventually became Space Dragon Pope, only half-joking.) [B]Monk:[/B] I [I]absolutely adore[/I] the mechanical implementation of the Monk in 13th Age, and even as a general idea, I find the concept of martial arts pretty cool in a game. Being able to dish out the pain with just your own body, and doing so through patience, discipline, and enlightenment? Yeah, that's cool. [B]Swordmage:[/B] I love finding synergy in seeming contradiction, which runs through several of the above concepts. Swordmages marry together two disciplines usually considered at odds--and I love it when that concept is truly supported to the hilt (hah, punny), making something greater than either part alone. [B]Warlock:[/B] Normally this is outside my wheelhouse, because of the association with corruption and/or "bad" power. But some flavors of Warlock--e.g. Hexblade, or in 5e specifically the Celestial+Tome option--are pretty cool, and I could see them growing into something really interesting and different. There's also a concept D&D has rarely implemented well, that I wish it [I]would[/I] implement better: [B]Runes[/B]. I've always wanted a "Runecaster" class that felt distinct and impactful, something that could go toe-to-toe with a regular spellcaster, but in a completely different [I]way[/I], much as how psionics is generally expected to work differently. I take some degree of pride in my command of language, so there's a natural desire to see that control-of-words represented as an actually supernatural power; this is part, albeit only one part, of why I love the [I]Myst[/I] games so much. [/QUOTE]
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