If people keep misreading your message, rethink your rhetoric.Driddle said:You didn't read my message closely enough then.
If people keep misreading your message, rethink your rhetoric.Driddle said:You didn't read my message closely enough then.
In this case, I think we can "have our cake and eat it too" -- by having generic classes (e.g., Warrior) and very specific subclasses (e.g. Cavalier). The generic class could list class skills and class feats, and the subclass would list exactly which ones match that character concept.Wormwood said:I honestly hope 4e incorporates a "Generic Classes" model (frex: a better balanced version of the one presented in Unearthed Arcana): Two or three bases classes as a framework, and an a la carte menu of class abilities.
Azazyll said:For instance, I hate the barbarian's fluff. As if all barbaric peoples are raging speedy damage absorption engines. I'd rather they called it the rager, allowed the lawful alignment, and put something in there about religious zealots, which the class can just as easily represent. A flagellent who mortifies his flesh, building up an immunity to pain and the ability to fly into ecstatic abandon while receiving visions of his deity.
I would never have come up with that without the rules being there. It has nothing to do with the background. I would of course tweak the rules, it doesn't fit perfectly. But the rules inspired me, the mechanics, and promoted good roleplaying.
Have you considered the Paladin Variant classes (using the Shared Game Rules) found in Dragon #310? (Evil Variant classes using the Paladin's Shared Game rules like the Anti-Paladin can be found in Dragon #312.Psiblade said:I would like to see more mechanical and ethical options to increase diversity in the types of paladins availible.
Exactly.mmadsen said:In this case, I think we can "have our cake and eat it too" -- by having generic classes (e.g., Warrior) and very specific subclasses (e.g. Cavalier). The generic class could list class skills and class feats, and the subclass would list exactly which ones match that character concept.
I think the designers could simplify the game while making it more flexible by converting all classes' special abilities to feats and giving each class a bonus feat list (instead of a set-in-stone special ability progression).BardStephenFox said:But, is it advisable for WotC to try to toolkit each class to accomodate every possible character combo? I'm not entirely sure. How complicated would each class become? How large would the classes section of the book become? Would it be worth it? Maybe, but maybe not.
mmadsen said:I think the designers could simplify the game while making it more flexible by converting all classes' special abilities to feats and giving each class a bonus feat list (instead of a set-in-stone special ability progression).

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.