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General Tabletop Discussion
*Dungeons & Dragons
Your Core Classes if The Core 4 Aren't Allowed
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<blockquote data-quote="DEFCON 1" data-source="post: 9822920" data-attributes="member: 7006"><p>Using this restrictions, I would probably go with a full-on "exploration adventuring party" vibe a la the Fellowship, and create a game that was more geared toward long-range hiking, exploration and such. Meaning that there wouldn't be any heavily armored classes (because long-range hiking in full metal plate mail is actually ridiculous), and the schtick for all four would be wilderness adventuring. Thus I'd go:</p><p></p><p><strong>Ranger</strong> (mediumly armored, larger weapons, more Aragorn-styled combat machine than our standard lightly armored D&D ranger)</p><p><strong>Scout</strong> (our lightly armored, skill-based info gatherer, best up-close eyesight and investigation, smaller melee weapons)</p><p><strong>Marksman</strong> (our ranged combatant, best long-range perception, highest speed)</p><p><strong>Auspex</strong> (our magic-using character, healer, party buffer, mainly a "controller" if use use 4E parlance)</p><p></p><p>Then for our four species... if we are avoiding the Core Four, and thus the four species we usually think of as our "civilized" peoples that most fantasy RPGs are geared around... I'd lean into the opposite wilderness side direction and go with four that normally were seen as the "enemies" of those peoples and who were built well for outdoorsman life and activities.</p><p></p><p><strong>Orc </strong>(our Human opposite, who would be the primary species the campaign was focused around, and often a Ranger main)</p><p><strong><strong>Goblin </strong></strong>(our Halfling opposite, smart, sneaky, and often a Scout main,)</p><p><strong>Drow</strong> (our Elf opposite, agile, fast climber, acrobatic, and often a Marksman main)</p><p><strong><strong>Troll</strong></strong> (our Dwarf opposite, sturdy, enduring and regenerative, can withstand the rigors of magic, and often an Auspex main)</p><p></p><p>(And in case anyone was wondering about reasons for choices and naming conventions... I purposefully avoided using the same initial letter for two or more in the same group, and felt certain classes already in the game held enough sway in our heads that they did not fit as proper selections for what I wanted to get out of this campaign idea.)</p></blockquote><p></p>
[QUOTE="DEFCON 1, post: 9822920, member: 7006"] Using this restrictions, I would probably go with a full-on "exploration adventuring party" vibe a la the Fellowship, and create a game that was more geared toward long-range hiking, exploration and such. Meaning that there wouldn't be any heavily armored classes (because long-range hiking in full metal plate mail is actually ridiculous), and the schtick for all four would be wilderness adventuring. Thus I'd go: [B]Ranger[/B] (mediumly armored, larger weapons, more Aragorn-styled combat machine than our standard lightly armored D&D ranger) [B]Scout[/B] (our lightly armored, skill-based info gatherer, best up-close eyesight and investigation, smaller melee weapons) [B]Marksman[/B] (our ranged combatant, best long-range perception, highest speed) [B]Auspex[/B] (our magic-using character, healer, party buffer, mainly a "controller" if use use 4E parlance) Then for our four species... if we are avoiding the Core Four, and thus the four species we usually think of as our "civilized" peoples that most fantasy RPGs are geared around... I'd lean into the opposite wilderness side direction and go with four that normally were seen as the "enemies" of those peoples and who were built well for outdoorsman life and activities. [B]Orc [/B](our Human opposite, who would be the primary species the campaign was focused around, and often a Ranger main) [B][B]Goblin [/B][/B](our Halfling opposite, smart, sneaky, and often a Scout main,) [B]Drow[/B] (our Elf opposite, agile, fast climber, acrobatic, and often a Marksman main) [B][B]Troll[/B][/B] (our Dwarf opposite, sturdy, enduring and regenerative, can withstand the rigors of magic, and often an Auspex main) (And in case anyone was wondering about reasons for choices and naming conventions... I purposefully avoided using the same initial letter for two or more in the same group, and felt certain classes already in the game held enough sway in our heads that they did not fit as proper selections for what I wanted to get out of this campaign idea.) [/QUOTE]
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