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General Tabletop Discussion
*Pathfinder & Starfinder
Workin' on a game system. What class would you want out of the gate?
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<blockquote data-quote="steeldragons" data-source="post: 6096543" data-attributes="member: 92511"><p>Well thanks...I've thought/wondered about that too, at times...Maybe I need/should go with less? Like 3 non-casters, 3 casters and have done with it? But at the same time, I don't want to be introducing more very familiar and expected type classes (like bards or barbarians or, even, warlocks!) in the 3rd [or later if there is one] set. I'd like as many options "up front" without getting tooooo crazy. But maybe 12 is...maybe 8 or 10 is better?...introduce another 6-8 in the 2nd set? </p><p></p><p>As for the illusionist v. druid/paladin...reason 1) is world setting flavor. Druids are specifically separate from clerics: worshiping nature, being uninterested/not connected to the "Gods of Men", and using "natural magic" versus "divine magic." They are a separate class within the "Priest" class category...[spoiler alert: as far as I'm thinking now, Shaman will be added to the "Priest class" list in the 2nd set] Clerics will be "specialist clerics" (including the clerics of the nature deities!). Druids are an ancient single order throughout the world-setting. They are just...druids.</p><p> </p><p>Reason 2) re: Paladins being "specialist fighters", they kinda are...in the unspoken [formerly known as] "sub-class" kind of way. Paladins are a specific [yes, divinely infused and connected to the gods of Law/Order] "Warrior class." Druids are a specific "Priest class." Mages and Illusionists are both specific "Wizard classes." Bard is a specific Rogue class. etc...</p><p></p><p>Specifically, there is an entire nation of mages who have, in the centuries since its formation, "classified/specialized/expanded" sorcery [a.k.a. "arcane magic"] into several formal schools [spoiler: the "Sanctemi"...collectively, the "Arkademia"]. Naturally, general mages and select specialties (like Illusionists) from outside that nation are possible. But/so the "why illusionists are thought of as specialists" goes to the setting history/flavor.</p></blockquote><p></p>
[QUOTE="steeldragons, post: 6096543, member: 92511"] Well thanks...I've thought/wondered about that too, at times...Maybe I need/should go with less? Like 3 non-casters, 3 casters and have done with it? But at the same time, I don't want to be introducing more very familiar and expected type classes (like bards or barbarians or, even, warlocks!) in the 3rd [or later if there is one] set. I'd like as many options "up front" without getting tooooo crazy. But maybe 12 is...maybe 8 or 10 is better?...introduce another 6-8 in the 2nd set? As for the illusionist v. druid/paladin...reason 1) is world setting flavor. Druids are specifically separate from clerics: worshiping nature, being uninterested/not connected to the "Gods of Men", and using "natural magic" versus "divine magic." They are a separate class within the "Priest" class category...[spoiler alert: as far as I'm thinking now, Shaman will be added to the "Priest class" list in the 2nd set] Clerics will be "specialist clerics" (including the clerics of the nature deities!). Druids are an ancient single order throughout the world-setting. They are just...druids. Reason 2) re: Paladins being "specialist fighters", they kinda are...in the unspoken [formerly known as] "sub-class" kind of way. Paladins are a specific [yes, divinely infused and connected to the gods of Law/Order] "Warrior class." Druids are a specific "Priest class." Mages and Illusionists are both specific "Wizard classes." Bard is a specific Rogue class. etc... Specifically, there is an entire nation of mages who have, in the centuries since its formation, "classified/specialized/expanded" sorcery [a.k.a. "arcane magic"] into several formal schools [spoiler: the "Sanctemi"...collectively, the "Arkademia"]. Naturally, general mages and select specialties (like Illusionists) from outside that nation are possible. But/so the "why illusionists are thought of as specialists" goes to the setting history/flavor. [/QUOTE]
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Workin' on a game system. What class would you want out of the gate?
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