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Your ideal class orgainization
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<blockquote data-quote="steeldragons" data-source="post: 7373004" data-attributes="member: 92511"><p>There are, then, as others have pointed out (and I believe a refent thread dug into) the idea of organizing classes by Ability.</p><p></p><p>So you begin with 6:</p><p>Str: Fighter</p><p>Con: Barbarian</p><p>Dex: Thief(rogue)</p><p>Int: Mage(wizard)</p><p>Wis: Cleric</p><p>Cha: Bard</p><p></p><p>Every other class, then, begins combinations of two...and I suppose if you wanted to go on to 3 abilities defining a class there are plenty to shoehorn in as needed. So...</p><p>Str + Wis = Paladin</p><p>Wis + Con = Druid</p><p>Cha + Int = Warlock, and so on.</p><p></p><p>Others prefer the "Power Source" way of thinking...though I would heartily stay away from defining classes by "roles" and just look a them as: Melee, Caster, Skills, Combo/Support. This gives you, similar to the 4e game grid and depending on how granular you want to get with "Power sources"...I would expect a game to at least begin with something like:</p><p></p><p>. . . . . . . . . Martial . . . . . Arcane . . . . . Divine . . . . . Nature . . . . . Shadow </p><p>Melee:. . . . Fighter . . . . . Artificer?. . . . Paladin . . . . Barbarian . . . . Assassin</p><p>Caster: . .Swordcaster?. . . Mage . . . . . . Cleric . . . . . .Druid . . . . . . Warlock</p><p>Skills: . . .Swashbuckler . . Alchemist . . . Avenger . . . . Ranger . . . . Thief/Rogue</p><p>Support: . Cavalier/Knight . .Witch . . . . . Monk . . . . . . .Bard . . . . . .Illusionist</p><p></p><p>There are, then, that would just make everything a complete subclass system, with ONLY the big 4 and everything else stemming from those...</p><p></p><p>Fighter</p><p>--Knight</p><p>-----Paladin</p><p>-----Blackguard</p><p>--Barbarian</p><p>-----Berserker</p><p>-----Totem Warrior</p><p>--Eldritch Knight</p><p>-----Illusionist-Warrior (gnome subclass)</p><p>-----Homebrew Campaign Griffon-Riding Lancer-Conjurer guys or whatever other drilled-down specializations anyone can come up with.</p><p></p><p>Mage</p><p>--Illusionist</p><p>----Arcane Trickster</p><p>--Necromancer</p><p>--Evoker</p><p>----Pyro-/Geo-/Areo-/Aqua-mantic Sorcerer</p><p>-------Cryomantic Sorcerer</p><p>--Enchanter</p><p>----Fae Witch</p><p>--Diviner</p><p>----Soothsayer</p><p>----Fortuneteller</p><p>----Seer</p><p>...and so on and on and on for every title name and fantasy character archetype to the end of time.</p><p></p><p>There is reverting back...or, rather, incorporating and innovating foreward the race-as-class of BECM AND the class restrictions and level maximums of AD&D. Say, something like, Humans can be any class.</p><p>Elves are: Fighters, Mages, Thieves, Druids, Illusionists, Rangers, Eldritch Knights (Ftr/MU), or Arcane Tricksters (Thf/MU). That is what elves are/can be and that's it.</p><p>Dwarves are: Fighters, Clerics, Thieves, Paladins (Cle/Ftr), Avengers (Cle/Thf), Barbarians, Assassins.</p><p>Halflings are: Fighters, Clerics, Thieves, Illusionists, Rangers, Bards, Assassins.</p><p>etc...</p></blockquote><p></p>
[QUOTE="steeldragons, post: 7373004, member: 92511"] There are, then, as others have pointed out (and I believe a refent thread dug into) the idea of organizing classes by Ability. So you begin with 6: Str: Fighter Con: Barbarian Dex: Thief(rogue) Int: Mage(wizard) Wis: Cleric Cha: Bard Every other class, then, begins combinations of two...and I suppose if you wanted to go on to 3 abilities defining a class there are plenty to shoehorn in as needed. So... Str + Wis = Paladin Wis + Con = Druid Cha + Int = Warlock, and so on. Others prefer the "Power Source" way of thinking...though I would heartily stay away from defining classes by "roles" and just look a them as: Melee, Caster, Skills, Combo/Support. This gives you, similar to the 4e game grid and depending on how granular you want to get with "Power sources"...I would expect a game to at least begin with something like: . . . . . . . . . Martial . . . . . Arcane . . . . . Divine . . . . . Nature . . . . . Shadow Melee:. . . . Fighter . . . . . Artificer?. . . . Paladin . . . . Barbarian . . . . Assassin Caster: . .Swordcaster?. . . Mage . . . . . . Cleric . . . . . .Druid . . . . . . Warlock Skills: . . .Swashbuckler . . Alchemist . . . Avenger . . . . Ranger . . . . Thief/Rogue Support: . Cavalier/Knight . .Witch . . . . . Monk . . . . . . .Bard . . . . . .Illusionist There are, then, that would just make everything a complete subclass system, with ONLY the big 4 and everything else stemming from those... Fighter --Knight -----Paladin -----Blackguard --Barbarian -----Berserker -----Totem Warrior --Eldritch Knight -----Illusionist-Warrior (gnome subclass) -----Homebrew Campaign Griffon-Riding Lancer-Conjurer guys or whatever other drilled-down specializations anyone can come up with. Mage --Illusionist ----Arcane Trickster --Necromancer --Evoker ----Pyro-/Geo-/Areo-/Aqua-mantic Sorcerer -------Cryomantic Sorcerer --Enchanter ----Fae Witch --Diviner ----Soothsayer ----Fortuneteller ----Seer ...and so on and on and on for every title name and fantasy character archetype to the end of time. There is reverting back...or, rather, incorporating and innovating foreward the race-as-class of BECM AND the class restrictions and level maximums of AD&D. Say, something like, Humans can be any class. Elves are: Fighters, Mages, Thieves, Druids, Illusionists, Rangers, Eldritch Knights (Ftr/MU), or Arcane Tricksters (Thf/MU). That is what elves are/can be and that's it. Dwarves are: Fighters, Clerics, Thieves, Paladins (Cle/Ftr), Avengers (Cle/Thf), Barbarians, Assassins. Halflings are: Fighters, Clerics, Thieves, Illusionists, Rangers, Bards, Assassins. etc... [/QUOTE]
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