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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="jmartkdr2" data-source="post: 9823879" data-attributes="member: 7017304"><p>Hmm.</p><p></p><p>I think you still need warriors and mages and such, but we need to arrange them totally differently?</p><p></p><p>Warriors are broken out by fighting style: no general "fighter", but specific classes like swashbuckler, knight, assassin, gladiator, etc.</p><p></p><p>Rogues as in skill-focused non-combat classes are out; all warriors are also skilled at a bunch of stuff. Roguish concepts use finesse-based weapons andlight armor is all.</p><p></p><p>Magic-users are going to be elementalists, and we'll make our new magic system both distinct and generic by using the classic elements as the base. Just 4 so there's lots of variety within each. (Necromancy exists, outside of the four elements, but isn't a default player option. Maybe in a GM guide or some later edgy supplement.)</p><p></p><p>My favorite way to do gishes would be to assume all pcs will have an Archetype in the vein of Pathfinder 2e Archetypes, except it's assumed everyone gets one. Magical warriors pick a warrior class and a basic elemental archetype (or a caster base and a melee-enabling archetype.) The archetypes can also cover stuff like special backgrounds, dabbling in different fighting styles, animal companions, etc.</p><p></p><p>For ancestries, I'm torn between two options:</p><p></p><p>1. By default, all pcs are human. Nonhuman pcs might come up in supplemental materials as archetype options, but the core rules assume y'all're just people. <strong>Oops misread the OP, this doesn't fit the assignment. </strong></p><p></p><p>2. Making it a furry game and use animal people for everyone. Pick a "beast feature" off a list to represent the animal you are.</p><p></p><p>The latter working or not depends hugely on the art direction.</p></blockquote><p></p>
[QUOTE="jmartkdr2, post: 9823879, member: 7017304"] Hmm. I think you still need warriors and mages and such, but we need to arrange them totally differently? Warriors are broken out by fighting style: no general "fighter", but specific classes like swashbuckler, knight, assassin, gladiator, etc. Rogues as in skill-focused non-combat classes are out; all warriors are also skilled at a bunch of stuff. Roguish concepts use finesse-based weapons andlight armor is all. Magic-users are going to be elementalists, and we'll make our new magic system both distinct and generic by using the classic elements as the base. Just 4 so there's lots of variety within each. (Necromancy exists, outside of the four elements, but isn't a default player option. Maybe in a GM guide or some later edgy supplement.) My favorite way to do gishes would be to assume all pcs will have an Archetype in the vein of Pathfinder 2e Archetypes, except it's assumed everyone gets one. Magical warriors pick a warrior class and a basic elemental archetype (or a caster base and a melee-enabling archetype.) The archetypes can also cover stuff like special backgrounds, dabbling in different fighting styles, animal companions, etc. For ancestries, I'm torn between two options: 1. By default, all pcs are human. Nonhuman pcs might come up in supplemental materials as archetype options, but the core rules assume y'all're just people. [B]Oops misread the OP, this doesn't fit the assignment. [/B] 2. Making it a furry game and use animal people for everyone. Pick a "beast feature" off a list to represent the animal you are. The latter working or not depends hugely on the art direction. [/QUOTE]
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