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General Tabletop Discussion
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What kind of class design do you prefer?
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<blockquote data-quote="jmartkdr2" data-source="post: 8459471" data-attributes="member: 7017304"><p>A good microcosm of this question is: how many different kinds of magic are there?</p><p></p><p>When a wizard and a cleric both cast <em>detect magic</em>, are they doing fundamentally the same thing (the same essential gestures and words) with slight stylistic differences, to manipulate the same magical energies into roughly the same weaves, or are they doing two very different things: using two very different sets of materials to build different tools that happen to serve the same purpose? </p><p></p><p>If the former, it doesn't make as much sense to split casters into discrete classes by where they learned. If the later, you need at least one class per type of magic present in the setting.</p><p></p><p>I would say martial classes should be about as broad as caster classes, which could mean either "just two" or half a dozen depending.</p><p></p><p>Also classes are easier to balance against each other, if you care about balance. Point-buy has exponentially more combinations to think about.</p></blockquote><p></p>
[QUOTE="jmartkdr2, post: 8459471, member: 7017304"] A good microcosm of this question is: how many different kinds of magic are there? When a wizard and a cleric both cast [I]detect magic[/I], are they doing fundamentally the same thing (the same essential gestures and words) with slight stylistic differences, to manipulate the same magical energies into roughly the same weaves, or are they doing two very different things: using two very different sets of materials to build different tools that happen to serve the same purpose? If the former, it doesn't make as much sense to split casters into discrete classes by where they learned. If the later, you need at least one class per type of magic present in the setting. I would say martial classes should be about as broad as caster classes, which could mean either "just two" or half a dozen depending. Also classes are easier to balance against each other, if you care about balance. Point-buy has exponentially more combinations to think about. [/QUOTE]
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What kind of class design do you prefer?
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