hogarth |
I like alternate class features the best, since they're the most flexible.
Archetypes, base classes and prestige classes are all nice, but ideally they should follow a simple guideline: they should only be used to fill a missing mechanical niche, not as fluff-only changes or mere page filler. So if your new class is a fairly standard fighter/rogue/magic-user/cleric but from a different school/country/sect, for instance, that's a waste of space IMO. I could name a number of PFRPG archetypes, base classes and prestige classes that fail this test.
Zombieneighbours |
I want it all.
New base classes: If a concept fills a virgin mechanical niche such as scene editing, or time effects, swashbuckling via swift and immediate actions, or the like, their is no question that it should be a new class. I want to see new classes.
New architypes:
When a concept can be expand on the mechanics of a class that already exist, but is distinct and self contained, then sure.
Best for dealing with broad, non setting specific combat styles.
New alternate classes:
Like architype, but concept requires greatern changes to the base class. Also if said concept can support a range of architypes.
Prestige classes: As base class or alternate class, but with strong ties to a campaign setting and mechanics and background that make it in appropreate for starting characters. Example: bloatmage.
I'd like them all. the all do different jobs and all work best for certain jobs.