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*Dungeons & Dragons
Your Core Classes if The Core 4 Aren't Allowed
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<blockquote data-quote="EzekielRaiden" data-source="post: 9823318" data-attributes="member: 6790260"><p>Aha, fair enough. If I had to pick twelve, probably...</p><p></p><p>Alchemist</p><p>Assassin</p><p>Avenger</p><p>Barbarian</p><p>Monk</p><p>Paladin</p><p>Psion</p><p>Shaman</p><p>Sorcerer</p><p>Summoner</p><p>Warlock</p><p>Warlord</p><p></p><p>Alchemist, Warlord, and Shaman would have the most natural "support" bent, but most any of these could lean support-y, particularly Summoner, Psion, and Paladin.</p><p></p><p>Assassin, Avenger, and Monk are tricksy, skillful types. Alchemist, Barbarian, and Warlock might also fit, especially if the Warlock and/or Summoner have features or subclasses that reward high Int alongside (or instead of) high Cha.</p><p></p><p>Paladin and Barbarian are front-line fighters, and Avenger isn't half bad here either if they focus on defense/beef. Summoner, through their Visitant, can also moonlight here, as can Blade Warlock and beefier types of Warlord and Monk.</p><p></p><p>Sorcerer, Warlock, Psion, and Alchemist can each fill some portion of the stereotypical "Wizard" role--utility, crowd control, area denial. I could see an Assassin, Shaman, or Summoner moonlighting here, too.</p><p></p><p>We can also make groups that have pretty low-magic takes. A Barbarian, Monk, Alchemist, and Warlord combo would flirt with the edges of the fantastical while still having plenty of room to stay very grounded in the physical reality we know. Might fit a re-fluffed Assassin, Avenger, or Warlock in there too, depending on how each individual character leans and how much bleed one accepts between the mundane and the supernatural--that's a rough order of "mostly mundane with a kiss of the supernatural" to "personally mundane, but acquired supernatural power".</p><p></p><p>We have the Primal (Barbarian/Shaman), the Shadow (Assassin/Warlock), the Arcane (Sorcerer/Summoner), the Divine (Avenger/Paladin), the Psionic (Psion/Monk), and--if you allow chemical concoctions as "equipment"--the Martial (Alchemist/Warlord). We have a relatively decent spread of physical and mental stat preferences, especially if Warlord, Summoner, and Warlock can be a bit flexible in what mental stats they value.</p><p></p><p>So this is a world where <em>most</em> people draw power from something supernatural, but it can be pretty light/subtle, or it might be understood as the part of the natural, mundane world aligned to those forces. This is a world where the supernatural can be as close as the nearest fork-in-the-road, the nearest fairy-circle, just waiting for the right time to flower...or intoxicate.</p><p></p><p>The only class I'd consider swapping out is my beloved Summoner, simply because we have a lot of Cha casters here; if I did I'd probably put a custom class that is functionally a ground-up re-imagining of the Wizard by very different rules: specifically, a <em>Runecaster</em>, who learns a mostly-fixed set of rune letters, which they have to leverage creatively in order to produce the effects they want.</p><p></p><p>Different subclasses would focus on different ways of using language as magic, so you might have an Orator who doesn't actually "carve" runes, they only speak them, with limitations and benefits arising from being sound-based; you might have a Calligrapher, who can invoke elements of traditions like Islamic calligraphic art or ofuda seals; you might have a classic Carver who marks physical objects (stones, bones, wood, leaves, shells, etc.) and literally throws them to perform magic, again with benefits and penalties arising from that. The idea would be that you can only master a few core runic letters, but you can embellish them with accents to change how they express.</p><p></p><p>That'd mean putting Metamagic back into this class, and I'd fill the gap in Sorcerer by fully fleshing out the old "D&D Next" playtest Sorcerer concept. You spending your magic mojo literally warps your body until you have a chance to rest, sliding you toward different playstyles depending on what our magic-soul is (e.g. dragon -> heavy bruiser; shadow -> corrupting lurker; divine -> protecting angel; storm -> living thunderhead; etc.)</p><p></p><p></p><p>Final Fantasy Tactics. I was exposed to its story elements through other games, but was pleased to learn that those elements were present in the original. Religious characters speak litany lines to perform magic; things like, "<em>I call out to the skies and tremble as the brilliance of a thousand bolts blinds mine enemies and tears their flesh asunder</em>", or "<em>To the current of life we succumb, its judgment swift and final, its bite as cold as steel</em>", or "<em>To live by the sword is to die by the sword: there is time enough for regret in the flames of Hell</em>." Those all from sincere religious folks--ones who are genuine heroes. Then you have wicked supernatural beings who have their own magic: "<em>Denizens of the abyss, from ink of blackest night, I summon you</em>", or "<em>Simmer does the light of life before rising to the heavens in a cleansing conflagration of divine benevolence.</em>"</p><p></p><p>These phrases have weight. They are redolent with unshared context and liturgical meaning we will never get to see, because the religion isn't real and doesn't actually have holy texts etc. But they are well-written, and when done well, it gives a clear <em>feeling</em> of a religious identity. Doing this in a game where it is the <em>player</em> saying things like this, you'd have to do a LOT more work and flesh it out to a much, much greater extent. But I think you could pull it off in a reasonable way, and it would very much enrich the experience, at least IMO.</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 9823318, member: 6790260"] Aha, fair enough. If I had to pick twelve, probably... Alchemist Assassin Avenger Barbarian Monk Paladin Psion Shaman Sorcerer Summoner Warlock Warlord Alchemist, Warlord, and Shaman would have the most natural "support" bent, but most any of these could lean support-y, particularly Summoner, Psion, and Paladin. Assassin, Avenger, and Monk are tricksy, skillful types. Alchemist, Barbarian, and Warlock might also fit, especially if the Warlock and/or Summoner have features or subclasses that reward high Int alongside (or instead of) high Cha. Paladin and Barbarian are front-line fighters, and Avenger isn't half bad here either if they focus on defense/beef. Summoner, through their Visitant, can also moonlight here, as can Blade Warlock and beefier types of Warlord and Monk. Sorcerer, Warlock, Psion, and Alchemist can each fill some portion of the stereotypical "Wizard" role--utility, crowd control, area denial. I could see an Assassin, Shaman, or Summoner moonlighting here, too. We can also make groups that have pretty low-magic takes. A Barbarian, Monk, Alchemist, and Warlord combo would flirt with the edges of the fantastical while still having plenty of room to stay very grounded in the physical reality we know. Might fit a re-fluffed Assassin, Avenger, or Warlock in there too, depending on how each individual character leans and how much bleed one accepts between the mundane and the supernatural--that's a rough order of "mostly mundane with a kiss of the supernatural" to "personally mundane, but acquired supernatural power". We have the Primal (Barbarian/Shaman), the Shadow (Assassin/Warlock), the Arcane (Sorcerer/Summoner), the Divine (Avenger/Paladin), the Psionic (Psion/Monk), and--if you allow chemical concoctions as "equipment"--the Martial (Alchemist/Warlord). We have a relatively decent spread of physical and mental stat preferences, especially if Warlord, Summoner, and Warlock can be a bit flexible in what mental stats they value. So this is a world where [I]most[/I] people draw power from something supernatural, but it can be pretty light/subtle, or it might be understood as the part of the natural, mundane world aligned to those forces. This is a world where the supernatural can be as close as the nearest fork-in-the-road, the nearest fairy-circle, just waiting for the right time to flower...or intoxicate. The only class I'd consider swapping out is my beloved Summoner, simply because we have a lot of Cha casters here; if I did I'd probably put a custom class that is functionally a ground-up re-imagining of the Wizard by very different rules: specifically, a [I]Runecaster[/I], who learns a mostly-fixed set of rune letters, which they have to leverage creatively in order to produce the effects they want. Different subclasses would focus on different ways of using language as magic, so you might have an Orator who doesn't actually "carve" runes, they only speak them, with limitations and benefits arising from being sound-based; you might have a Calligrapher, who can invoke elements of traditions like Islamic calligraphic art or ofuda seals; you might have a classic Carver who marks physical objects (stones, bones, wood, leaves, shells, etc.) and literally throws them to perform magic, again with benefits and penalties arising from that. The idea would be that you can only master a few core runic letters, but you can embellish them with accents to change how they express. That'd mean putting Metamagic back into this class, and I'd fill the gap in Sorcerer by fully fleshing out the old "D&D Next" playtest Sorcerer concept. You spending your magic mojo literally warps your body until you have a chance to rest, sliding you toward different playstyles depending on what our magic-soul is (e.g. dragon -> heavy bruiser; shadow -> corrupting lurker; divine -> protecting angel; storm -> living thunderhead; etc.) Final Fantasy Tactics. I was exposed to its story elements through other games, but was pleased to learn that those elements were present in the original. Religious characters speak litany lines to perform magic; things like, "[I]I call out to the skies and tremble as the brilliance of a thousand bolts blinds mine enemies and tears their flesh asunder[/I]", or "[I]To the current of life we succumb, its judgment swift and final, its bite as cold as steel[/I]", or "[I]To live by the sword is to die by the sword: there is time enough for regret in the flames of Hell[/I]." Those all from sincere religious folks--ones who are genuine heroes. Then you have wicked supernatural beings who have their own magic: "[I]Denizens of the abyss, from ink of blackest night, I summon you[/I]", or "[I]Simmer does the light of life before rising to the heavens in a cleansing conflagration of divine benevolence.[/I]" These phrases have weight. They are redolent with unshared context and liturgical meaning we will never get to see, because the religion isn't real and doesn't actually have holy texts etc. But they are well-written, and when done well, it gives a clear [I]feeling[/I] of a religious identity. Doing this in a game where it is the [I]player[/I] saying things like this, you'd have to do a LOT more work and flesh it out to a much, much greater extent. But I think you could pull it off in a reasonable way, and it would very much enrich the experience, at least IMO. [/QUOTE]
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