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Your ideal class orgainization
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<blockquote data-quote="Lanefan" data-source="post: 7377508" data-attributes="member: 29398"><p>Each of these is its own separate class right from the start (no 'prestige classes' etc.) thus for example a Knight is a Knight and a Fighter is a Fighter. I've blocked them together just for ease of parsing.</p><p></p><p>Fighter - versatile warrior type, str based</p><p>Cavalier/Knight - heavy metal tank, str and con based</p><p>Ranger - woodsy warriors, can use magical herbs but not spells, light or heavy armour, based more on Aragorn or Robin Hood than that gawdawful Drizz't, con based</p><p>Archer/Swashbuckler - light-armour dex and str based warrior</p><p></p><p>Thief - versatile sneaky type, dex based</p><p>Assassin - sneaky killing type, str and dex based</p><p>Scout/Spy - information gatherer, int and dex based</p><p>Monk - sneaky 'martial arts' type, no armour, few or no weapons other than hands-feet, based on all stats (i.e. no stat is primary but all must be at least 12)</p><p></p><p>Cleric - generic divine caster, good healer, wis based</p><p>War Cleric - battle-focused divine caster, poor healer, wis and str based</p><p>Paladin - battle-focused divine leader, mediocre healer, wis and cha based</p><p>Druid/Nature Cleric - nature oriented divine caster, best healer, wis based</p><p></p><p>Mage - generic flexible arcane-caster type, merges all magic schools except those noted below, int based</p><p>Illusionist - arcane mind-trickery including pain, int and dex based</p><p>Necromancer - makes things dead then plays with the corpses, arcane (NOT divine!) caster, int and cha based</p><p></p><p>Bard - sonic-based abilities rather than spells, can fight and sneak a bit, no healing, int and cha based</p><p></p><p>Note what is intentionally missing - there's no attempt to combine what should be separate classes. No Arcane Trickster, for example. There's also no Sorcerer or Warlock - Sorcerer is just a Mage under a different name (and ideally all casters would use the Sorcerer mechanics so even less reason to keep it as separate) and the whole dark-pact thing with Warlocks can be an optional background for any class (with few if any benefits for the PC and a lot of headaches!) rather than restricted to just one.</p><p></p><p>And no Warlord. In-party leadership should be open to any class as a non-mechanics-based outgrowth of roleplay, and at-distance healing e.g. Second Wind should not exist IMO.</p><p></p><p>Lan-"and if you really want to play a Fighter and a Mage, play one of each rather than trying to combine them into one character"-efan</p></blockquote><p></p>
[QUOTE="Lanefan, post: 7377508, member: 29398"] Each of these is its own separate class right from the start (no 'prestige classes' etc.) thus for example a Knight is a Knight and a Fighter is a Fighter. I've blocked them together just for ease of parsing. Fighter - versatile warrior type, str based Cavalier/Knight - heavy metal tank, str and con based Ranger - woodsy warriors, can use magical herbs but not spells, light or heavy armour, based more on Aragorn or Robin Hood than that gawdawful Drizz't, con based Archer/Swashbuckler - light-armour dex and str based warrior Thief - versatile sneaky type, dex based Assassin - sneaky killing type, str and dex based Scout/Spy - information gatherer, int and dex based Monk - sneaky 'martial arts' type, no armour, few or no weapons other than hands-feet, based on all stats (i.e. no stat is primary but all must be at least 12) Cleric - generic divine caster, good healer, wis based War Cleric - battle-focused divine caster, poor healer, wis and str based Paladin - battle-focused divine leader, mediocre healer, wis and cha based Druid/Nature Cleric - nature oriented divine caster, best healer, wis based Mage - generic flexible arcane-caster type, merges all magic schools except those noted below, int based Illusionist - arcane mind-trickery including pain, int and dex based Necromancer - makes things dead then plays with the corpses, arcane (NOT divine!) caster, int and cha based Bard - sonic-based abilities rather than spells, can fight and sneak a bit, no healing, int and cha based Note what is intentionally missing - there's no attempt to combine what should be separate classes. No Arcane Trickster, for example. There's also no Sorcerer or Warlock - Sorcerer is just a Mage under a different name (and ideally all casters would use the Sorcerer mechanics so even less reason to keep it as separate) and the whole dark-pact thing with Warlocks can be an optional background for any class (with few if any benefits for the PC and a lot of headaches!) rather than restricted to just one. And no Warlord. In-party leadership should be open to any class as a non-mechanics-based outgrowth of roleplay, and at-distance healing e.g. Second Wind should not exist IMO. Lan-"and if you really want to play a Fighter and a Mage, play one of each rather than trying to combine them into one character"-efan [/QUOTE]
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