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General Tabletop Discussion
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Why adhere to the "core" classes? Why not deconstruct for flexibility?
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<blockquote data-quote="Driddle" data-source="post: 2308845" data-attributes="member: 3447"><p>Others in this thread have suggested some sort of points-based customizable system. I have not, and I wouldn't necessarily want to go that route. We could instead meet in the middle.</p><p></p><p>A few have picked up on what I would like to see: More options within a simplified class framework. The ranger already has one example of this, in that you get to choose a three-feat ladder in either two-weapons or bow. Expand on that a smidgeon and you're on your way -- the "ranger" class provides three linked weapons feats at levels X, Y and Z; you can pick from two-weapons style, bow, axe, sword, etc. </p><p></p><p>As another potential example, consider the wizard's feats at 1st, 5th, 10th, 15th and 20th. As it is, they're supposed to be very wizardly picks, ala item creation and metamagic. But deconstruct the class and open the choices, ala ranger style -- the "wizard" class provides themetically linked feats at levels X, Y, Z, etc.; you can pick from the (current) wizardly path, or a more martial path (the so-called fighter feats), or a more skill-based path (skill focus feats).</p><p></p><p>So, no; let's not toss the baby out with the bath water and end up with another HERO or GURPS system. Keep the class structure, but open the definitions more. The deconstructed class options wouldn't be true "point-buys" although they would serve the same function while providing class flavor.</p><p></p><p>((In my head, I like to use the term "template" to describe the concept, but WotC has already assigned that word for other purposes in monster design.))</p></blockquote><p></p>
[QUOTE="Driddle, post: 2308845, member: 3447"] Others in this thread have suggested some sort of points-based customizable system. I have not, and I wouldn't necessarily want to go that route. We could instead meet in the middle. A few have picked up on what I would like to see: More options within a simplified class framework. The ranger already has one example of this, in that you get to choose a three-feat ladder in either two-weapons or bow. Expand on that a smidgeon and you're on your way -- the "ranger" class provides three linked weapons feats at levels X, Y and Z; you can pick from two-weapons style, bow, axe, sword, etc. As another potential example, consider the wizard's feats at 1st, 5th, 10th, 15th and 20th. As it is, they're supposed to be very wizardly picks, ala item creation and metamagic. But deconstruct the class and open the choices, ala ranger style -- the "wizard" class provides themetically linked feats at levels X, Y, Z, etc.; you can pick from the (current) wizardly path, or a more martial path (the so-called fighter feats), or a more skill-based path (skill focus feats). So, no; let's not toss the baby out with the bath water and end up with another HERO or GURPS system. Keep the class structure, but open the definitions more. The deconstructed class options wouldn't be true "point-buys" although they would serve the same function while providing class flavor. ((In my head, I like to use the term "template" to describe the concept, but WotC has already assigned that word for other purposes in monster design.)) [/QUOTE]
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Why adhere to the "core" classes? Why not deconstruct for flexibility?
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