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General Tabletop Discussion
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Why the fixation with getting rid of everything but fighter/cleric/rogue/wizard?
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<blockquote data-quote="Einlanzer0" data-source="post: 7330796" data-attributes="member: 6788934"><p>But, why settle for that when you can have an enjoyable time creating a homebrew or class variant that properly represents a scholarly/wizardly cleric instead of doing it in a hand-waved or half-assed way? Clerics being more like divine wizards than holy warriors is a huge part of my campaign world, so I wanted to have a <em>designed</em> player class that represents them, which I linked in a different thread. </p><p></p><p>Ultimately, that's what it boils down to - is this concept interesting and broad enough to <em>present it to players as an option</em> rather than them having to cobble it together? There are a handful of concepts I feel this is the case with, which I already presented earlier. </p><p></p><p>The witch is admittedly the most debatable one, but I still like the idea of a class for it because it's essentially a primal arcane caster, and it's not difficult at all to come up with numerous characteristics that would distinguish them from the existing roster of spellcasters as well as a full set of different subclasses for it. My favorite version of the witch is one that features circle casting, giving them lots of abilities to cast through other people, recover spell slots for other casters, and form ritual circles. Their subclass choices revolve around coven themes such as blood magic, spirits, fey magic, and moon magic. I would link it but I don't want to seem like I'm taking credit for the author's work. In my opinion, this design justifies them being a separate class from the wizard.</p><p></p><p>Really, it just comes down to one's creativity, and what concepts they really want to exist in a significant way in their world.</p></blockquote><p></p>
[QUOTE="Einlanzer0, post: 7330796, member: 6788934"] But, why settle for that when you can have an enjoyable time creating a homebrew or class variant that properly represents a scholarly/wizardly cleric instead of doing it in a hand-waved or half-assed way? Clerics being more like divine wizards than holy warriors is a huge part of my campaign world, so I wanted to have a [I]designed[/I] player class that represents them, which I linked in a different thread. Ultimately, that's what it boils down to - is this concept interesting and broad enough to [I]present it to players as an option[/I] rather than them having to cobble it together? There are a handful of concepts I feel this is the case with, which I already presented earlier. The witch is admittedly the most debatable one, but I still like the idea of a class for it because it's essentially a primal arcane caster, and it's not difficult at all to come up with numerous characteristics that would distinguish them from the existing roster of spellcasters as well as a full set of different subclasses for it. My favorite version of the witch is one that features circle casting, giving them lots of abilities to cast through other people, recover spell slots for other casters, and form ritual circles. Their subclass choices revolve around coven themes such as blood magic, spirits, fey magic, and moon magic. I would link it but I don't want to seem like I'm taking credit for the author's work. In my opinion, this design justifies them being a separate class from the wizard. Really, it just comes down to one's creativity, and what concepts they really want to exist in a significant way in their world. [/QUOTE]
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Why the fixation with getting rid of everything but fighter/cleric/rogue/wizard?
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