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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="Arkhandus" data-source="post: 2319334" data-attributes="member: 13966"><p>The fighter is a very simplistic archetype. He/she swings a club or pointy stick at something, or throws a blunt or pointy object at something, and does it well, and maybe he/she moves around a lot while doing so, or maybe he/she plods along in a metal suit instead while doing so. A mage, rogue, bard, or priest, however, does all kinds of things, and in many different ways, and is not so easy an archetype to cram into a basic, generic design.</p><p></p><p>The fighter works decently in concept, but isn't really flexible enough, however, when combined with the capacity to multiclass into rogue, cleric, ranger, barbarian, or whatever, it does become flexible enough through that combination. Personally I'd prefer the fighter to have more of a choice in his/her proficiencies, class skills, ratio of skill points to hit points, ratio of base attack bonus to actual attack rate and hitting power, the degree to which they can specialize in a weapon or fighting style, etc. The fighter's decent enough though as-is, considering that they could always multiclass to reasonably fit any given concept of a guy who more or less fights stuff for a living.</p><p></p><p>I'd like 4E to have something like a Fighter (with ability paths/choices for barbarian, martial artist, swashbuckler, weapon specialist, or other archetypes), a Mage (with ability paths/choices for sorcerer or various specialist archetypes), a Cleric (with ability paths/choices for druidic, shamanic, philosophic, etc. archetypes), a Rogue (with class abilities versatile enough to progress along bardic, martial artist, monkish, arcane, divine, psionic, or other paths), an Expert (low combat ability, high skills, many special abilities, able to dabble in combat and mystic stuff if desired), a Mentalist, a Battlemage, a Mindblade, and a Champion (able to represent rangers, paladins, blackguards, and more). Each reasonably versatile in their choice of class abilities and feats, but still each possessing a particular set of qualities, or a particular set of ability/feat choices, that defines them as different from the rest. I.E. Champions getting a few resistances/immunities automatically and universally having a bond to either a mount or a weapon or something, Mindblades having a focus on generating psychic-energy weapons, Mentalists having discernable differences in the focus of their powers compared to a Mage's or Cleric's spells (i.e. psionics should mostly just do clairsentient, psychokinetic, and telepathic sort of stuff, with a few bodily-function-controlling and astral-dimension-accessing powers thrown in), etc.</p></blockquote><p></p>
[QUOTE="Arkhandus, post: 2319334, member: 13966"] The fighter is a very simplistic archetype. He/she swings a club or pointy stick at something, or throws a blunt or pointy object at something, and does it well, and maybe he/she moves around a lot while doing so, or maybe he/she plods along in a metal suit instead while doing so. A mage, rogue, bard, or priest, however, does all kinds of things, and in many different ways, and is not so easy an archetype to cram into a basic, generic design. The fighter works decently in concept, but isn't really flexible enough, however, when combined with the capacity to multiclass into rogue, cleric, ranger, barbarian, or whatever, it does become flexible enough through that combination. Personally I'd prefer the fighter to have more of a choice in his/her proficiencies, class skills, ratio of skill points to hit points, ratio of base attack bonus to actual attack rate and hitting power, the degree to which they can specialize in a weapon or fighting style, etc. The fighter's decent enough though as-is, considering that they could always multiclass to reasonably fit any given concept of a guy who more or less fights stuff for a living. I'd like 4E to have something like a Fighter (with ability paths/choices for barbarian, martial artist, swashbuckler, weapon specialist, or other archetypes), a Mage (with ability paths/choices for sorcerer or various specialist archetypes), a Cleric (with ability paths/choices for druidic, shamanic, philosophic, etc. archetypes), a Rogue (with class abilities versatile enough to progress along bardic, martial artist, monkish, arcane, divine, psionic, or other paths), an Expert (low combat ability, high skills, many special abilities, able to dabble in combat and mystic stuff if desired), a Mentalist, a Battlemage, a Mindblade, and a Champion (able to represent rangers, paladins, blackguards, and more). Each reasonably versatile in their choice of class abilities and feats, but still each possessing a particular set of qualities, or a particular set of ability/feat choices, that defines them as different from the rest. I.E. Champions getting a few resistances/immunities automatically and universally having a bond to either a mount or a weapon or something, Mindblades having a focus on generating psychic-energy weapons, Mentalists having discernable differences in the focus of their powers compared to a Mage's or Cleric's spells (i.e. psionics should mostly just do clairsentient, psychokinetic, and telepathic sort of stuff, with a few bodily-function-controlling and astral-dimension-accessing powers thrown in), etc. [/QUOTE]
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Why adhere to the "core" classes? Why not deconstruct for flexibility?
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