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Switch to Forum Live View Classes: More or Less?
12 months ago  ::  Jun 24, 2012 - 4:07PM #471
Mithrus
Date Joined: Jan 29, 2005
Posts: 3,225
Two of the failings I'd like to see corrected from 3e was the nigh-featureless fighter and wizard/sorcerer. Fighters were defined by their feats, and the wizards/sorcerers by their spells (and metamagic feats). Both should have other core features that make them unique. Please do not just take the easy route and give fighters multiple themes. Please don't only use spells known to distinguish wizards/sorcerers apart. I liked PF's giving fighters armor and weapon training, as well as the wizard schools/specializations features, and sorcerer bloodline features. Now in addition to just feats/spells, each school/specialization and bloodline gave much more needed flavor to an otherwise vanilla class.
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12 months ago  ::  Jun 24, 2012 - 4:09PM #472
LordOfTheFlies87
Date Joined: Aug 20, 2008
Posts: 6

Jun 24, 2012 -- 4:07PM, Mithrus wrote:

Two of the failings I'd like to see corrected from 3e was the nigh-featureless fighter and wizard/sorcerer. Fighters were defined by their feats, and the wizards/sorcerers by their spells (and metamagic feats). Both should have other core features that make them unique. Please do not just take the easy route and give fighters multiple themes. Please don't only use spells known to distinguish wizards/sorcerers apart. I liked PF's giving fighters armor and weapon training, as well as the wizard schools/specializations features, and sorcerer bloodline features. Now in addition to just feats/spells, each school/specialization and bloodline gave much more needed flavor to an otherwise vanilla class.




Agreed.

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12 months ago  ::  Jun 24, 2012 - 4:25PM #473
DoctorBadWolf
Date Joined: Aug 5, 2008
Posts: 6,730

Jun 24, 2012 -- 12:11PM, malisteen wrote:

I would love to see the sorcerer look more like the 3.5 warlock or dragon disciple.  A default magical attack, plus a selection of cool at-will magical powers or abilities that either enhance that default attack in some way or let the sorcerer do cool other things.  Throw in a sort of prestidigitation by default to allow for improvised magical actions, and some sort of ritualistic system to cover the annoying plot couponds expected of the arcane caster in a more retro game (the 3.5 warlock could craft arcane scrolls without knowing the spells, for instance), and you've got a fast, fun arcane caster alternative to the entire hasslesome spellcasting system, better embodying the 'internal magic' concept with its selection of abilities it can just do rather than piles of discrete 'spells', capable of serving alongside wizards in the same party as a discrete conceptual and mechanical entity, or of replacing wizards altogether for DDN campaigns that wish to stay focused on the game's fast & simple core gameplay without mucking it up with a cumbersome and complicated ability system.

I would also love to see the paladin as a more 'warlock/d.disciple'esque alternative to the cleric, albeit one that wears more armor and uses weapon attacks as their default attack.  Existing somewhere between the paladin, favored soul, crusader, and warlock of 3.5.




Hm. I've been thinking I wouldn't mind the warlock being a combination of traits from it's 3.5 and 4e incarnations. I suppose some overlap between the two wouldn't hurt anything, though.

More sex and gender equality and racial equality shouldn't even be an argument--it should simply be an assumption for any RPG that wants to stay relevant in the 21st century.



Mar 8, 2012 -- 1:58PM, Skeptical_Clown wrote:

  I could say anything in D&D is silly though, because it's a silly game and we are silly people.

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12 months ago  ::  Jun 24, 2012 - 6:00PM #474
Aldrein
Date Joined: May 20, 2011
Posts: 429

Jun 24, 2012 -- 4:07PM, Mithrus wrote:

Two of the failings I'd like to see corrected from 3e was the nigh-featureless fighter and wizard/sorcerer. Fighters were defined by their feats, and the wizards/sorcerers by their spells (and metamagic feats). Both should have other core features that make them unique. Please do not just take the easy route and give fighters multiple themes. Please don't only use spells known to distinguish wizards/sorcerers apart. I liked PF's giving fighters armor and weapon training, as well as the wizard schools/specializations features, and sorcerer bloodline features. Now in addition to just feats/spells, each school/specialization and bloodline gave much more needed flavor to an otherwise vanilla class.




I do not know pathfinder so I fail to see the point, isn't school specialization just "Most of my spells are from that school, cannot cast that other schools' spells"? I mean just strictly to mechanics.

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12 months ago  ::  Jun 24, 2012 - 6:16PM #475
Zeldafan42
Date Joined: Sep 25, 2008
Posts: 385
Ah! Look at this little line I found in a recent interview:

It’s still early to say for sure, but if a class or race has appeared in the first Player’s Handbook for the game you can expect to see it in Next. 





So it seems right now that the current design goals right now seem to lean towards the "more classes" side of the argument. I'm looking forward to this, as long as they can make each class feel distinct from each other.

D&D Experience Level: Relatively new
First Edition: 4th
Known Editions: 4th, 3.5
---
Magic Experience Level: Fairly skilled
First Expansion: 7th Edition
Play Style: Very Casual
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12 months ago  ::  Jun 24, 2012 - 6:18PM #476
DoctorBadWolf
Date Joined: Aug 5, 2008
Posts: 6,730

Jun 24, 2012 -- 6:16PM, Zeldafan42 wrote:

Ah! Look at this little line I found in a recent interview:

It’s still early to say for sure, but if a class or race has appeared in the first Player’s Handbook for the game you can expect to see it in Next. 





So it seems right now that the current design goals right now seem to lean towards the "more classes" side of the argument. I'm looking forward to this, as long as they can make each class feel distinct from each other.




I really hope that ends up being the case.

The 3.5 Assassin was completely unsatisfying to me, and I don't want the experience continued.

More sex and gender equality and racial equality shouldn't even be an argument--it should simply be an assumption for any RPG that wants to stay relevant in the 21st century.



Mar 8, 2012 -- 1:58PM, Skeptical_Clown wrote:

  I could say anything in D&D is silly though, because it's a silly game and we are silly people.

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12 months ago  ::  Jun 24, 2012 - 6:42PM #477
Mithrus
Date Joined: Jan 29, 2005
Posts: 3,225

Jun 24, 2012 -- 6:00PM, Aldrein wrote:

I do not know pathfinder so I fail to see the point, isn't school specialization just "Most of my spells are from that school, cannot cast that other schools' spells"? I mean just strictly to mechanics.


For reference:
www.d20pfsrd.com/classes/core-classes/wi...
www.d20pfsrd.com/classes/core-classes/wi...
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Evocation Arcane School

Evokers revel in the raw power of magic, and can use it to create and destroy with shocking ease.
Intense Spells (Su) - Whenever you cast an evocation spell that deals hit point damage, add 1/2 your wizard level to the damage (minimum +1). This bonus only applies once to a spell, not once per missile or ray, and cannot be split between multiple missiles or rays. This bonus damage is not increased by Empower Spell or similar effects. This damage is of the same type as the spell. At 20th level, whenever you cast an evocation spell you can roll twice to penetrate a creature's spell resistance and take the better result.
Force Missile (Sp) - As a standard action you can unleash a force missile that automatically strikes a foe, as magic missile. The force missile deals 1d4 points of damage plus the damage from your intense spells evocation power. This is a force effect. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Elemental Wall (Sp) - At 8th level, you can create a wall of energy that lasts for a number of rounds per day equal to your wizard level. These rounds do not need to be consecutive. This wall deals acid, cold, electricity, or fire damage, determined when you create it. The elemental wall otherwise functions like wall of fire.
It's not a ton of unique features, but it does give each school a little different flare.
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12 months ago  ::  Jun 24, 2012 - 7:17PM #478
Zeldafan42
Date Joined: Sep 25, 2008
Posts: 385

Jun 24, 2012 -- 6:18PM, DoctorBadWolf wrote:

Jun 24, 2012 -- 6:16PM, Zeldafan42 wrote:

Ah! Look at this little line I found in a recent interview:

It’s still early to say for sure, but if a class or race has appeared in the first Player’s Handbook for the game you can expect to see it in Next. 





So it seems right now that the current design goals right now seem to lean towards the "more classes" side of the argument. I'm looking forward to this, as long as they can make each class feel distinct from each other.




I really hope that ends up being the case.

The 3.5 Assassin was completely unsatisfying to me, and I don't want the experience continued.




I'm not familiar with the 3.5 Assassin....what was it like?

I think if there is going to be an "Assassin" class, it should be like the 4E Assassin, a stealthy killer who uses dark shadow magic. Then the more mundane poison using assassin can be either a Rogue scheme or a theme, or maybe even both.

D&D Experience Level: Relatively new
First Edition: 4th
Known Editions: 4th, 3.5
---
Magic Experience Level: Fairly skilled
First Expansion: 7th Edition
Play Style: Very Casual
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12 months ago  ::  Jun 24, 2012 - 10:57PM #479
Shidoken
Date Joined: May 23, 2010
Posts: 3
I love multiple class options, it helps create a varied group of characters and playstyles.  As long as your not 'forced' into class choices to cover required 'roles'.

It gives players an options of playing like X class but with a different ability score priority, one that may better mesh with the character's player's playstyle.

The most important aspect of our character so far in Next is class choice.  If classes are highly distinguishable, we'll see only a few more added in somewhat long intervals.  If, after the first PHB, Next is willing to allow for more 'flavor' variations, or cross mechanic polination, then we'd likely have a lot more fun and flavorful variations on our base classes.
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12 months ago  ::  Jun 24, 2012 - 11:31PM #480
Lesp
Date Joined: May 5, 2009
Posts: 2,297

Jun 24, 2012 -- 7:17PM, Zeldafan42 wrote:

I'm not familiar with the 3.5 Assassin....what was it like?

I think if there is going to be an "Assassin" class, it should be like the 4E Assassin, a stealthy killer who uses dark shadow magic. Then the more mundane poison using assassin can be either a Rogue scheme or a theme, or maybe even both.


It was a prestiege class. It was only open to evil characters, but was open to pretty much any type of character, although the skill requirements made it easiest for rogues to get in, and the fact that it didn't advance casting made it a horrible idea for any caster. It got sneak attack like a rogue (stacking with the rogue's sneak attack). It got its own set of spells, which it cast like a sorcerer (spontaneously from a list known), but its casting stat was Int. The list of spells it could choose from contained basically what you'd expect - some disguise stuff, darkness, etc.

Its marquee ability is probably death attack, which allowed the assassin to study a target for three rounds and then launch a devastating attack against it that might kill it instantly. This promoted a style not really represented among the base classes.

It eventually got the ability to hide even when observed (very cool), and also got some poisony stuff (not so exciting).

It didn't have any sort of shroud mechanic or assassin's strike (4e abilities tied to the assassin class in various incarnations), nor does it have the Executioner's ties to the weird weapons that class uses.

Dwarves invented beer so they could toast to their axes. Dwarves invented axes to kill people and take their beer.

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