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Switch to Forum Live View How Many Classes Is To Many?
8 months ago  ::  Nov 20, 2012 - 1:05PM #11
Fimbria
Date Joined: Apr 9, 2012
Posts: 250
If you have a character in mind that the rules won't support, either there aren't enough classes, or the existing classes aren't broad enough.

You have too many classes when it takes an unreasonable period of time to find one in your library that represents a character, or when your library is too heavy for your floorboards.

The system can't have too many classes.

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8 months ago  ::  Nov 20, 2012 - 1:06PM #12
Lesp
Date Joined: May 5, 2009
Posts: 2,411

Nov 20, 2012 -- 12:15PM, Zardnaar wrote:

Not a massive fan of the Gunslinger in PF either (fighter with guns works, nope design a class for it).


The gunslinger actually was originally designed as an alternate class of the fighter, like the Ninja is to the Rogue and the Samurai is to the Cavalier. During development it became its own base class because they wanted to go too far afield of what the fighter does to justify making it an alternate class.

(For those not familiar with PF, it has these things called archetypes, which are sets of abilities you can swap into a class in place of its normal abilities. An Acrobat Rogue, for example, trades Trapfinding and Trap Sense for a bonus to a bunch of acrobatic skill checks and the ability to reroll failures on them. A Charlatan Rogue trades Trapfinding and Trap Sense for some bluff-based benefits. Alternate classes, of which there are only three, are basically archetypes that are too comprehensively different from their base class to be formatted how archetypes are formatted, so they're presented using the same presentation base classes are.)

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

Swanmay Syndrome: Despite the percentages given in the Monster Manual, in reality 100% of groups of swans contain a Swanmay, because otherwise the DM would not have put any swans in the game.
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8 months ago  ::  Nov 20, 2012 - 1:08PM #13
wrecan
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Date Joined: Jun 23, 2005
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16.
 

Cleric


Warlord


Monk


Psion


Paladin


Fighter


Barbarian


Sorcerer


Ranger


Assassin


Rogue


Warlock


Druid


Warmage*


Bard


Wizard


 *formerly known as "Swordmage"

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8 months ago  ::  Nov 20, 2012 - 1:10PM #14
Saelorn
Date Joined: May 27, 2012
Posts: 3,119

Nov 20, 2012 -- 1:03PM, Mand12 wrote:

Are you certain that these four are the best option for "core four" or could there be a better configuration?


Me personally? No, I don't agree that the core four are the best representatives of all possible character types.  It would make more sense to me if we had Defender, Slayer, Spellcaster, and Jack; as it stands, we have Combat Guy, Offensive Magic Guy, Defensive Magic Guy, and Non-Combat Guy.

I'm not certain that "Non-Combat Guy" is something that should be one of the four cornerstones of all adventurers everywhere.

The metagame is not the game.
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8 months ago  ::  Nov 20, 2012 - 1:11PM #15
Youngy
Date Joined: Aug 10, 2010
Posts: 265

Nov 20, 2012 -- 12:15PM, Zardnaar wrote:


 Not a massive fan of the Gunslinger in PF either (fighter with guns works, nope design a class for it). Often the name alone is silly odds are PCs almost never choose these classes or even know they exist (or care). I offer a virtual cookie to anyone who knows what 2nd ed book the mystic came from. Apologies to anyone else who likes these classes, just not my thing. Don't care to much if they turn up somewhere though. Doesn't float my boat, may float yours.



I thought the Gunslinger was one of the greatest things about Pathfinder - this was possibly because one of my NPCs created a firearm in my 4e campaign, and there were no rules for firearms. I'm all for fantasy worlds that show the advancement of technology - or where the stagnation of technology is a plot point for one reason or another (Mistborn by Brandon Sanderson comes to mind)

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8 months ago  ::  Nov 20, 2012 - 1:15PM #16
kadim
Date Joined: Jun 21, 2012
Posts: 2,766

Honestly, I don't see why we have to work to a cap on classes.


They are the single easiest things to add and disregard, as long as the mechanics within the game are all covered by the class set a given table decides to use.


However, I do think that people should be mindful when it comes to classes and not assume that all are welcome everywhere. Really, this should be dictated by the campaign world.

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8 months ago  ::  Nov 20, 2012 - 1:16PM #17
Youngy
Date Joined: Aug 10, 2010
Posts: 265

Nov 20, 2012 -- 1:08PM, wrecan wrote:

16.
 


Cleric


Warlord


Monk


Psion


Paladin


Fighter


Barbarian


Sorcerer


Ranger


Assassin


Rogue


Warlock


Druid


Warmage*


Bard


Wizard


 *formerly known as "Swordmage"




I completely agree with every one of these (and maybe that pretty Ex-Sorcerer comes back along the side?)

This was cool. I am intrigued what the columns and rows represent too. 

Rows:
Leader
Defender
Striker
Controller 

Columns:
Divine, Martial (Warmage only half fits), Primal (I actually can't work this one out), Arcane

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8 months ago  ::  Nov 20, 2012 - 1:18PM #18
Mand12
Date Joined: Jun 17, 2010
Posts: 17,320

Nov 20, 2012 -- 1:15PM, kadim wrote:

However, I do think that people should be mindful when it comes to classes and not assume that all are welcome everywhere. Really, this should be dictated by the campaign world.


Which is precisely why they shouldn't be arbitrarily limited at the system level.

D&D Next = D&D:  Quantum Edition
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8 months ago  ::  Nov 20, 2012 - 1:19PM #19
Luis_Carlos
Date Joined: Jun 15, 2006
Posts: 2,552
It isn´t the number but it is the qualty of design.

Think Champions Online has got 24 archetypes, and don´t forget the hundreds of prestiges classes 3rd Ed had got. 
"Say me what you're showing off for, and I'll say you what you lack!" (Spanish saying)


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Confucius said: "The Superior Man is in harmony but does not follow the crowd. The inferior man follows the crowd, but is not in harmony"
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8 months ago  ::  Nov 20, 2012 - 1:22PM #20
Phoenix182
Date Joined: Jun 29, 2010
Posts: 1,266

Nov 20, 2012 -- 1:03PM, Mand12 wrote:

A question to the "core four" proponents:

Are you certain that these four are the best option for "core four" or could there be a better configuration?




This was one of our biggest struggles when doing our version of the game.

I LOVE the core four...but HATE how they fit into the game as a whole. I also have some trouble with subclasses, though I don't mind hybrids so much, so 'core 4' is touchy.

We ended up switching to core 6 (based on role, which is subsequently based on attribute), to carry on the division by 6 legacy, and then moved from subclasses entirely to hybrids (but role hybrids rather than class hybrids). It seems to have worked out well enough for us.

With 5th I'm flexible. I could live with core 4, I could live with core 6, or I could live with each class wholly independent. I doubt if I'd be swayed by arguments for a core 4 comprised of different classes than original however. Possible, but unlikely.

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