| A Man In Black RPG Superstar 2010 Top 32 |
The APG classes have serious issues with class concept overlap. Between core and the APG, we now have five lightly-armored classes whose main combat role is casting spells: the druid, sorcerer, wizard, oracle, and witch. There's just too little difference between these five classes.
I look at the witch iconic, and I see a character that could trivially be a sorcerer, wizard, or even druid; if it weren't for the fox in the image she could easily even be an oracle. I look at the oracle iconic, and she could certainly be a sorcerer, wizard, or druid. This isn't to nitpick Wayne Reynolds's work. I believe he's working well with what he's being given, but merely to show that these illustrations clearly illustrate the lack of a clear difference between these classes.
The worst one is the witch and the wizard. What is the conceptual difference between a witch and a wizard? They get different spells, but they are both unarmored, frail prepared spellcasters who get a handful of minor themed abilities and are extremely impaired if you remove a key item to their spellcasting (Arcane Bond or witch familiar). They both cast a spell to do a thing as their main combat action, and they both get no abilities other than spells or spell-like abilities. Witch and wizard are even synonyms in a fair bit of fiction.
Of the five of these classes, the only one that clearly breaks out of the pack is the druid. It gets two signature class abilities above and beyond spellcasting: an animal companion and Wild Shape. Even so, a spellcaster who casts a Flaming Sphere and then turns into a wolf might well be a wizard or sorcerer. The other classes all get signature abilities which tend to be even less flashy and even more indistinguishable from spells. The worst offender is the witch: touching someone to bestow a curse on them is given to four of the five classes mentioned here as a spell.
To illustrate this problem, here are some character concepts. What class are they?
Incidentally, I don't mention the cleric because it has two clear things that set it apart: armor and Religion with a capital R. A cleric has a holy symbol, a shield with a holy symbol, and shouts "For Pelor!" when he charges. (Of course, the cleric has conceptual overlap issues with the paladin but that's another thread!)
| A Man In Black RPG Superstar 2010 Top 32 |
Druids get medium armor and shields just like clerics.
Lightly armored, not Light Armor in game terms. Without extraordinary gear, druids are limited to hide armor, which has near-identical statistics to chain shirts, and hide armor doesn't look too terribly different from leather armor. (Note that Lini, the iconic druid, isn't even wearing hide armor.) If Lini was pictured with a viper familiar or didn't take an animal companion at all, would you be able to tell her from a witch, sorcerer, or wizard? Even if she turned into a wolf, that only excludes one of the four classes.
| wraithstrike |
wraithstrike wrote:Druids get medium armor and shields just like clerics.Lightly armored, not Light Armor in game terms. Without extraordinary gear, druids are limited to hide armor, which has near-identical statistics to chain shirts, and hide armor doesn't look too terribly different from leather armor. (Note that Lini, the iconic druid, isn't even wearing hide armor.) If Lini was pictured with a viper familiar or didn't take an animal companion at all, would you be able to tell her from a witch, sorcerer, or wizard? Even if she turned into a wolf, that only excludes one of the four classes. [/QUOTEOk I misunderstood. The following statement threw me off
Incidentally, I don't mention the cleric because it has two clear things t"hat set it apart: armor........"
Yeah it is hard to tell them apart, but they do have their own places in culture. In movies sorcerers and wizards are pretty much the same. The witch could have been given invocation similar to the 3.5 warlock and maybe a limited spell list. I have no idea how that would have worked though. I guess a lot of things could have been different, but they do work differently enough in the game for it to matter. That statement mostly applies to the base classes since I have not really tried the newer classes out yet.
| SilvercatMoonpaw |
I think it depends on how small the difference is to your personal eye. To me there isn't a difference between a Cleric and a Druid in concept, they're both "priests", and as for Wild Shape you could give the Cleric all the various transform spells. Also Barbarian and Ranger under Fighter. Or Ranger under Rogue. I even don't really think much of the idea that characters can be assigned archtypes, but I accept that other people do.
ElyasRavenwood
|
If we take the character concept “ a wizened old crone communing with animals to gain magical lore” and there are several PC classes she could conceptually be? I for one think this is a good thing. I think it provides for more subtlety.
I remember the days of 2nd edition when you could tell a character class by his gear. Oh look there is a guy in leather armor short sword and cloak- most likely a Thief. Armored character with a great sword could it be a fighter? Oh that armored character has a mace and shield- he could only be a cleric. And that old guy over there with the quarterstaff and a small furry animal- yep he bothered to get himself a familiar. He must be a wizard.
I now like the idea that “ a wizened old crone communing with animals to gain magical lore” could be a Witch, a druid, a wizard, a sorceress, and possible a class or two I haven’t thought of.
And my friend, Jagyr Ebonwood, as usual you have asked a far more question then I.
| Shifty |
What class are they?
# A wizened crone living in the woods, communing with animals to learn magical lore
# An avenger of nature, endowed with the ability to blast the enemies of the natural world with the power of the elements
# A character cursed with power of origins she can't understand, who unleashes this curse on her foes
# A character who uses magic learned from the fey to charm and confuse his foes
# A character who has inherited an ancient pact with an archfiend, and uses the power and knowledge from that pact to obliterate his foes with hellfire
1 - Druid, or Sorc(fey).
2 - Druid, or Sorc(fey/elemental), Ranger3 - Sorc (Many)/Cleric
4 - Wizard (Illusion), Sorc (Fey)
5 - Wiz, or Sorc (Infernal, Abyssal), Cleric
That said, I am not sold on the Witch/Alchemist/Oracle classes - I found them not particularly revolutionary and generally can't see any of my guys ever rolling one, except out of morbid curiosity.
| A Man In Black RPG Superstar 2010 Top 32 |
Ok I misunderstood. The following statement threw me off
Incidentally, I don't mention the cleric because it has two clear things t"hat set it apart: armor........"
There's a clear visual difference between most medium/heavy armor classes and other classes, because most medium/armor classes are wearing visible armor plates, particularly a breastplate and often a metal cap or helm, while lightly or unarmored classes are wearing rugged clothing.
Compare Kyra (cleric) and Valeros (fighter) to Amiri (barbarian, wearing hide in her description) and Lem (bard).
Yeah it is hard to tell them apart, but they do have their own places in culture. In movies sorcerers and wizards are pretty much the same. The witch could have been given invocation similar to the 3.5 warlock and maybe a limited spell list. I have no idea how that would have worked though. I guess a lot of things could have been different, but they do work differently enough in the game for it to matter. That statement mostly applies to the base classes since I have not really tried the newer classes out yet.
The overlap between sorcerers and wizards is much-criticized; it's just that that criticism is now eight years old and no longer fresh in anyone's mind. Part of the point of PF's changes was to make sorcerers more distinct from wizards, and to some extent they did so, because sorcerers now get visual effects that set them apart from wizards. Wizards don't grow claws or sprout wings. The failure of sorcerers, to my mind, is that the visual effects are inconsistent and not always present because Paizo didn't want to force people to houserule or retcon their characters or settings.
What's your title all about, man? And if it's a reference to something, well, I'm too lazy to Google it.
It's a bit of an exaggeration, but my grandparents tended to stutter over the names of my mother and uncles whenever they were calling for one of them. Margaret, Pat, and Jack ended up being called Ja-pa-marg, Mar-pa-jack, and Mar-ja-pat.
I remember the days of 2nd edition when you could tell a character class by his gear. Oh look there is a guy in leather armor short sword and cloak- most likely a Thief. Armored character with a great sword could it be a fighter? Oh that armored character has a mace and shield- he could only be a cleric. And that old guy over there with the quarterstaff and a small furry animal- yep he bothered to get himself a familiar. He must be a wizard.
3e core has the advantage that you can deliberately blur class lines if you choose to. But there's also an advantage in having a consistent look and ecological niche for a single class, particularly when you're wanting to show balanced parties in illustrations or have iconic characters. It's helpful in advertising, either formal advertising in magazines and such and informal advertising like showing off the books to someone, to be able to say, "That's what a fighter looks like, and that's what a rogue looks like," and immediately get people thinking about their variation on that theme. It stokes the creative fires and gets people thinking.
What's the point of having iconic characters if the illustration for an oracle or witch could just as easily be one of at least three other classes?
| Tim4488 |
The Oracle is the only class with a mechanic based on a drawback of some sort. A lot of people don't love that feature, sure, but it does make the Oracle stand out mechanically and thematically. A Sorcerer might describe himself and roleplay as "cursed," but every Oracle bears a curse clearly borne out in game mechanics.
The Witch is a little harder for me to argue. I guess the best point I can make is that no one's spell list thus far has quite pulled off a depiction of the traditional Witch, but quite frankly I'm stretching for argument's sake.
| A Man In Black RPG Superstar 2010 Top 32 |
The Oracle is the only class with a mechanic based on a drawback of some sort. A lot of people don't love that feature, sure, but it does make the Oracle stand out mechanically and thematically. A Sorcerer might describe himself and roleplay as "cursed," but every Oracle bears a curse clearly borne out in game mechanics.
Paladins? The paladin drawback is all drawback. Wizards' signature item has a wicked drawback. Monks, barbarians, druids, and clerics have mechanics which are nothing but drawbacks. That's more than half the core classes. It's not a unique niche to have an ability that comes with a situational drawback. It does translate to visual effects, but it translates to visual effects in inconsistent and incoherent ways when it translates to visual effects at all. A character who doesn't speak any language you speak in combat may just not share a language with you, and a character who's lame or blind just might be lame or blind.
As for being cursed, more than half of the sorcerer bloodlines are curses (e.g. "you can't help but wonder if your ultimate reward is bound to the Pit," "you can hardly control its fury," "a demon spread its filth into your heritage," "there is a taint in your blood"). It's just that characters with PC classes tend to be protagonists or important antagonists, so the curse is typically Cursed With Awesome. Oracle curses are the same in that, despite being cursed, you're a protagonist so you're Cursed With Awesome. (TVTropes link omitted for your sanity.)
| stringburka |
Paladins? The paladin drawback is all drawback. Wizards' signature item has a wicked drawback. Monks, barbarians, druids, and clerics have mechanics which are nothing but drawbacks. That's more than half the core classes. It's not a unique niche to have an ability that comes with a situational drawback. It does translate to visual effects, but it translates to visual effects in inconsistent and incoherent ways when it translates to visual effects at all. A character who doesn't speak any language you speak in combat may just not share a language with you, and a character who's lame or blind just might be lame or blind.
Well, there's a certain difference in the drawbacks of a paladin/druid/cleric, those of a favored soul/sorcerer, and those of a barbarian. I can't see the exact drawback of a monk, except for a slight alignment restriction and being generally a suboptimal choice. Possibly one could group them in with the paladin/druid/cleric, explanation below. When comparing drawbacks thematically, they should be compared to the regular citizens of the world: The commoners. A drawback is when they are weaker than normal people.
- The paladin, druid and cleric all have the drawback that if they don't adhere to their moral rules or the rules given to them by a higher power, they loose their abilities. Thematically, this is rather that "as long as they DO follow the rules, they are given powers". It's much like the ranger's combat styles being limited to when wearing light armor; it's a bonus gained under certain circumstances. Granted, this is a bonus the classes need to work properly, but it's not thematically "they are cursed to do good" but rather something that they choose. If there would be some other penalty for not adhering to the alignment rules and code of conduct, such as a sinning cleric being turned into a pillar of salt by his god, it could be seen as a true drawback.
- The drawback of a barbarian, being illiterate (if that's what you're talking about) is due to simply never having learnt how to read. It's more a lack of a common feature than it's a drawback - thematically, that is.
- Favored Souls, and in some cases Sorcerers, are cursed. This isn't something they've voluntarily done generally, and it's not a lack of being un-cursed as opposed to the lack of being literate. In the case of the favored soul, it actually has an important drawback, while for the sorcerer, it's purely thematic.
So in a way, the favored soul IS the only class where a significant thematic and mechanic drawback is seen. In a certain way, they're weaker than the normal citizens of the world, and commoners might pity them.
That said, I DO feel a redundance in too many classes. I think several of these should just be alternate class features, and others should be prestige classes and/or feats.
Gorbacz
|
I believe that between all the abilities the Witch gets much closer to the Disney Cackling Old Lady shtick, which does appeal to many (it even appeals to me, zomg, much surprise). I would prefer to have the "fairy tale" aspects pumped up and the "classic" spellcasting downplayed. It always jarred me that the "old crone of the woods" or "barbarian mad shaman" player idea needs to be channelled either into a Sorcerer or a Druid (ok, Adepts ride the short bus).
As for the Oracle ... I'll just call them Favoured Souls and check off the "spontaneous divine caster for those who hate choosing from 300 spells every morning" box. I have a player who wants just that, so the OraFavSoul will fill the job nicely.
ElyasRavenwood
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Man in black, you make a good point about the Iconics being distinct from one another visually being an excellent marketing and demonstrative technique. From a player’s point of view, I like the variation and from a DM’s perspective, I enjoy the lines being blurred, it helps keep my players on their toe’s.
Heathansson
|
A Man In Black wrote:I know. Vic explained it before. It just reminded me of how certain things happen at the worst time, like hitting every stop light when I have to be somewhere.wraithstrike wrote:It's strange how the board only loses long post. I have yet to lose a short one.It times out.
What helps me is to get in the habit of "copying" the entirety of my post before I hit submit, so I can recoup the loss.
| wraithstrike |
wraithstrike wrote:What helps me is to get in the habit of "copying" the entirety of my post before I hit submit, so I can recoup the loss.A Man In Black wrote:I know. Vic explained it before. It just reminded me of how certain things happen at the worst time, like hitting every stop light when I have to be somewhere.wraithstrike wrote:It's strange how the board only loses long post. I have yet to lose a short one.It times out.
That is what I do now also. It would have gotten me a few days ago, had I not done that.
| Selgard |
Well aside from the big guy in heavy armor, ideally most classes should /look/ relatively similar.
Just as you can't *look* at most people and divine their exact profession by their clothing alone, you really shouldn't be wearing a Character Class ID Card on your vest either.
The guy in heavy armor could be a fighter.. or a paladin. Or a barbarian with Mithril FP and the prof.
The lightly armored guy with a rapier could be.. a fighter.. a ranger perhaps.. a rogue..
If rapier and no armor at all he could be any of those or a wizard or sorc or.. well heck nearly anything.
PC classes aren't like air planes where you can look at a card and match up the silhouette and know what you are dealing with. And they shouldn't be.
Its the things the classes can do- the specifics of their abilities and mechanics that set them apart not the way they look or dress.
Sure the two rapier holding guys may look apart but one lifts his other hand and shoots a fireball while the other is sneaking around your back to stab it through your kidneys.
-S
| wraithstrike |
Selgard wrote:Well aside from the big guy in heavy armor, ideally most classes should /look/ relatively similar.Why? If all the classes look alike, in what sense are they iconic?
Their abilities make them iconic, but I would not say the should look the same/similar. I do think its acceptable if certain ones happen to look the similar.
| Mirror, Mirror |
Odd that I come in agreeing with MiB, but he is dead on the money this time.
In some ways, this is related to the tension between core classes and PrC's. Some love them, others hate them, but PrC's tend to at least preserve the iconic flavor of the game better.
Not to derail too much, but I see no reason why the Witch is not a Wizard PrC, and, frankly, the Oracle is much the same.
Back on topic, when too many classes look alike but for flavor nuances, the game just becomes glutted with redundant materials. Few classes from the Complete series really offered anything new or different (there WERE some good ones, but most were blah). I would prefer to see energies expended into creating truly unique classes with dramatically different abilities (Imagine if witch curses were LoS and could have the effects increased by holding a possession or part of the intended target. Who needs spells?)
Anyway, I am somewhat dissatisified with the "paladin-lite" Cavalier, the "flavorful" Oracle and Witch, and even the "uber-druid" Summoner. Only the Alchemist seems to have a truly different blend, but the class in general needs to have some various (under)power issues addressed.
| Ellington |
Let me start out by saying that I fully agree with you, I think all of these classes are too similar and could use some features to distinguish them from each other or lose a feature or two which they share with each other for no apparent reason other than tradition.
My question is simply this: What can be done to fix this from now on? The core classes (druid, wizard, sorcerer) are pretty much set in stone and I don't really see what changes can be made to the APG classes without changing their role drastically.
I suppose alternate class features could help, though. Looking forward to see those.
| Tim4488 |
Back on topic, when too many classes look alike but for flavor nuances, the game just becomes glutted with redundant materials. Few classes from the Complete series really offered anything new or different (there WERE some good ones, but most were blah).
Fact. Wu Jen and CW Samurai were the worst offenders, though the Ninja and Warmage weren't much better. I'd prefer not to see that phenomenon again, but I think Paizo is trying to avoid that at least by not publishing as many new books constantly, which helps.
| voska66 |
To illustrate this problem, here are some character concepts. What class are they?
A wizened crone living in the woods, communing with with animals to learn magical lore
An avenger of nature, endowed with the ability to blast the enemies of the natural world with the power of the elements
A character cursed with power of origins she can't understand, who unleashes this curse on her foes
A character who uses magic learned from the fey to charm and confuse his foes
A character who has inherited an ancient pact with an archfiend, and uses the power and knowledge from that pact to obliterate his foes with hellfire
I don't see this as problem problem. I see it as a great feature. Take your first example. The wizened crone, what is she class wise. You haven't a clue. She could be anything from Druid to a witch maybe a wizard or sorcerer. Now maybe this wizened old crone is the BBEG. How do you prepare. Is she a wizard or is she something else. That's great in my books.
| William Timmins |
I ran a game where 'druid' was a somewhat loose title that encompassed druids, clerics with nature domains, some sorcerers and wizards, and a few Expert/Aristocrat types.
I'm often hot and cold about the class names; on the one hand, there's a lot of strength in linking concept to class. On the other hand, definitions and positions often have some fluidity.
| tyweise |
I'll just throw this out there, even though it isn't much help to the situation.
I think the problem is in the Wizard.
More specifically, the massive spell lists that cover everything from dropping meteors to dominating minds, from summoning angels and demons (or Tom Hanks!) to seeing in the dark. This also applies to clerics, sorcs, and druids to a lesser extent.
When you've got such an "everything" spellcasting class, it's going to be hard to make new casting classes that aren't seen as just a specialization or thematization of it. Now as was already said, you're not going to see the wizard, sorc, druid, or cleric change to the point of cutting down a lot of their spell versatility. So there's no real solution outta me, just an observation about where the difficulties might lie.
| sunshadow21 |
I'm inclined to agree with you tyveise; a high level wizard is almost too powerful for the point of view of class balance. Pathfinder tamed it down quite a bit, but it is still a very powerful "I want to be a god" class that makes creating any variation of arcane caster a challenge thematically. Cleric is the same way with divine spells; you can't make a divine caster without someone saying why bother a cleric is going to be able to do everything better. That said, I really like these new classes, and I suspect once Paizo tightens them up, the witch, summoner, oracle, and alchemist are going to be really cool classes that offer something a wizard or cleric can't.
| Tim4488 |
I'm inclined to agree with you tyveise; a high level wizard is almost too powerful for the point of view of class balance. Pathfinder tamed it down quite a bit, but it is still a very powerful "I want to be a god" class that makes creating any variation of arcane caster a challenge thematically. Cleric is the same way with divine spells; you can't make a divine caster without someone saying why bother a cleric is going to be able to do everything better. That said, I really like these new classes, and I suspect once Paizo tightens them up, the witch, summoner, oracle, and alchemist are going to be really cool classes that offer something a wizard or cleric can't.
I could be wrong, but the way I read that post, I don't think he was saying Wizards are too powerful. I think his point was: new class that focuses on attack spells and elements? A Wizard can do that. New class that focuses on summoning and buffs? A Wizard can do that. Divination and Enchantment focused class? Yeah, you could make that a Wizard.
A Wizard can POTENTIALLY fill many, many different, unrelated niches. Not one Wizard can do them all, but because the Wizard can be so many different things, any arcane caster is going to hard time not being similar in THEME (if not in actual abilities or power level) to a potential Wizard. And ditto for Clerics... a Druid is just a Cleric with the Animal and Plant domains, right? (I kid, but you see my point.)
| A Man In Black RPG Superstar 2010 Top 32 |
I don't see this as problem problem. I see it as a great feature. Take your first example. The wizened crone, what is she class wise. You haven't a clue. She could be anything from Druid to a witch maybe a wizard or sorcerer. Now maybe this wizened old crone is the BBEG. How do you prepare. Is she a wizard or is she something else. That's great in my books.
The point is that you don't need the oracle or witch to make a single one of these characters.
My question is simply this: What can be done to fix this from now on? The core classes (druid, wizard, sorcerer) are pretty much set in stone and I don't really see what changes can be made to the APG classes without changing their role drastically.
Good question. I would say that at least part of the fix would be to give the witch and oracle something about their appearance which is uniquely theirs. For example, something I had suggested a while back in the oracle/cavalier forums: In the same way that clerics wear icons of their religions, oracles have some sort of divining focus they need for all (or most of) their spells. The divining focus (which would need another name) could be a crystal, or bones, or dice, or runes, or whatever; just something oracular they use to cast spells.
That way, an oracle looks distinctly oracular, even if the spell they're casting is just Set A Dude On Fire.
| sunshadow21 |
Allow me to restate my earlier statement. Wizards and clerics, from the perspective of trying to create new classes that are similar to them, are problematic. For the amount of power they have, in both versatility and raw power, they can cause headaches since any new class has to have sufficiently different (read new and untested) mechanics not available to wizards or clerics while retaining the overall power level of the wizard or cleric to keep them interesting to more than a handful of players. That is what I meant when I said they were, at least as new class building was concerned, a touch overpowered. While I may have stated it differently then Tyveise, I was basically trying to say the same thing.
| Shifty |
The point is that you don't need the oracle or witch to make a single one of these characters.
My point would be that we didn't need these classes in the first place, and all they have contributed is clutter.
The divining focus (which would need another name) could be a crystal, or bones, or dice, or runes, or whatever; just something oracular they use to cast spells.
I think the party would get miffed real quick if every time they needed a spell cast in an emergency they had to wait for the goat to be sacrificed and its entrails read... and there's only so many chickens you can fit in a backpack...
Really though, what you are looking for is pretty cosmetic, and doesn't add value to the game as it stands - more productive would be to simply say that your Wiz/Diviner is an Oracle and his schtick is to cast the bones, roll the die, cross the Rubicon or whatever. You don't need a whole new class just to get a 'look'.
A class should be unique in what it does, otherwise its not a Ninja, its just a kungfu dude in black pyjamas.
| wraithstrike |
The witch to way to much like the wizard for my taste. It uses int and has a spellbook, even though its a walking one. I statted one up as a boss character, but I see no reason to use it. I may just go with my idea to use wisdom to make it feel slightly different, but the walking spellbook is still an issue.
Yeah I know some will say "but it's not a spell book", however it is beyond my suspension of belief to think of it an anything but that.
YMMV.
| A Man In Black RPG Superstar 2010 Top 32 |
My point would be that we didn't need these classes in the first place, and all they have contributed is clutter.
We have different conclusions from the same reasons. You feel that the classes are completely unnecessary, I feel that they need to be fixed in same way.
I think the party would get miffed real quick if every time they needed a spell cast in an emergency they had to wait for the goat to be sacrificed and its entrails read... and there's only so many chickens you can fit in a backpack...
...which is why you don't add some obnoxious divining focus that disrupts the game, sheesh. Clerics don't need a weekend of fasting and isolation to cast spells, either. A toss of bones or gazing into a crystal is a perfectly reasonable spellcasting action.
Really though, what you are looking for is pretty cosmetic, and doesn't add value to the game as it stands - more productive would be to simply say that your Wiz/Diviner is an Oracle and his schtick is to cast the bones, roll the die, cross the Rubicon or whatever. You don't need a whole new class just to get a 'look'.
A class should be unique in what it does, otherwise its not a Ninja, its just a kungfu dude in black pyjamas.
You're right, but the first step in separating Rogue from Other Rogue is to buy some black fabric and tabi boots.
| hogarth |
I look at the witch iconic, and I see a character that could trivially be a sorcerer, wizard, or even druid; if it weren't for the fox in the image she could easily even be an oracle. I look at the oracle iconic, and she could certainly be a sorcerer, wizard, or druid. This isn't to nitpick Wayne Reynolds's work. I believe he's working well with what he's being given, but merely to show that these illustrations clearly illustrate the lack of a clear difference between these classes.
I would say that the "iconic" characters that you can identify based on the artwork is definitely the minority rather than the majority. The only real standouts are the druid (animal companion), monk (unarmored, funky weapons) and of the new classes summoner (eidolon) and alchemist (flasks of stuff). Everyone else falls into "weapons and armor" or "no weapons and armor".
But frankly I don't really care about the artwork. I'm slightly more concerned about having three or four classes sharing one schtick, but even that I don't get too worked up about.
| voska66 |
voska66 wrote:I don't see this as problem problem. I see it as a great feature. Take your first example. The wizened crone, what is she class wise. You haven't a clue. She could be anything from Druid to a witch maybe a wizard or sorcerer. Now maybe this wizened old crone is the BBEG. How do you prepare. Is she a wizard or is she something else. That's great in my books.The point is that you don't need the oracle or witch to make a single one of these characters.
I agree you don't need new class to make these concepts. Still having multiple classes that can be that concept is good in my opinion. Really you could have only 3 base classes and make every concept you want. All you need is a spiritual, mental, and physical class and the options to apply to said class. Or to put class names to them Cleric, Wizard, fighter. Gary Gygax designed a game exactly like this in the early 90s called Dangerous Journeys. A flawed game but it had a lot of potential.
| Kolokotroni |
Personally I dont have a problem with classes being visually or thematically similar. It is hard to find a theme that isnt covered by the core classes in some way, what is important to me is that they are mechanically different. If i want to play a wise old crone who works with arcane magic, being able to play it as either witch or wizard doesnt bother me. I just want there to be a reason to choose between the two in terms of what the character will be able to do. I see that in many of the APG classes, but some specifically the witch, offer very little difference. One of the biggest problems I think is like someone said the wizard can already do everything. So it is challenging to make a class that occupies the wizard's seat that doesnt just feel like a slightly different wizard.
| R_Chance |
I agree you don't need new class to make these concepts. Still having multiple classes that can be that concept is good in my opinion. Really you could have only 3 base classes and make every concept you want. All you need is a spiritual, mental, and physical class and the options to apply to said class. Or to put class names to them Cleric, Wizard, fighter. Gary Gygax designed a game exactly like this in the early 90s called Dangerous Journeys. A flawed game but it had a lot of potential.
Dangerous Journeys was interesting if rather complex (especially for that time). I have it boxed around here somewhere. It still irritates me, when I think of what happened to it. GDW published it, TSR sued them and some half wit judge decided that since it was an RPG and EGG developed D&D at TSR that the new game had to belong to TSR too. They killed it of course. Given the complexity I doubt it would have made a huge dent in D&Ds dominance of the market but it would have been nice to see where he went with it.
| Epic Meepo RPG Superstar 2009 Top 16, 2012 Top 32 |
All you need is a spiritual, mental, and physical class and the options to apply to said class. Or to put class names to them Cleric, Wizard, fighter. Gary Gygax designed a game exactly like this in the early 90s called Dangerous Journeys.
I hear Gygax also designed a game like this in the early 70s. Something involving lots of dungeons and dragons. :p