Phasics |
Asked myself the question, what if I was playing in a campaign where you could only choose from the occult class list. the classes presented compared to each other seem far more reasonable then when compared to core classes.
I then considered the types of adventures you'd want to run around an occult setting and most of the non occult classes seemed fairly out of place.
I guess the question is, do all new classes need to be balanced against every other class ? Is it reasonable, that some books with a specific theme and intent, can instead be balanced within themselves and are not intended to be used with classes outside this book?
LazarX |
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Asked myself the question, what if I was playing in a campaign where you could only choose from the occult class list. the classes presented compared to each other seem far more reasonable then when compared to core classes.
I then considered the types of adventures you'd want to run around an occult setting and most of the non occult classes seemed fairly out of place.
I guess the question is, do all new classes need to be balanced against every other class ? Is it reasonable, that some books with a specific theme and intent, can instead be balanced within themselves and are not intended to be used with classes outside this book?
I take quite the opposite view. The occult character is that "odd or spooky one" you put in an investigative group which would include a fighter (the Action Hero), investigator (the SMART GUY), a divine character (the obligatory Man of God), and maybe something else for a story based on mystery and/or horror.
Ascalaphus |
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I wouldn't take only occult classes; that would leave you pretty much all-caster, but many occult-style settings feature a majority of non-casters.
On the other hand, I might want to swap out some of the old caster classes for the new ones; having too many full caster classes leads to a certain dilution of focus, I think.
For a 19th-century gothic horror (Penny Dreadful) style of game the list of available classes might be [occult classes], Witch (a slightly more subtle and spooky sort of caster than wizards), Investigator (more subtle than alchemist), Bard (particularly the Archaeologist; could also be officer material), Gunslinger, Cavalier, Rogue, Ninja, Fighter, Slayer, Ranger, Magus, Oracle, Monk, Brawler.
So no barbarian, bloodrager, paladin, wizard, sorcerer, alchemist, cleric, druid, hunter; they just don't fit with the style of a somewhat-more low-fantasy looking setting. Some of them might fit in provided the character concept was built to be more low-key.
MMCJawa |
I wouldn't take only occult classes; that would leave you pretty much all-caster, but many occult-style settings feature a majority of non-casters.
On the other hand, I might want to swap out some of the old caster classes for the new ones; having too many full caster classes leads to a certain dilution of focus, I think.
For a 19th-century gothic horror (Penny Dreadful) style of game the list of available classes might be [occult classes], Witch (a slightly more subtle and spooky sort of caster than wizards), Investigator (more subtle than alchemist), Bard (particularly the Archaeologist; could also be officer material), Gunslinger, Cavalier, Rogue, Ninja, Fighter, Slayer, Ranger, Magus, Oracle, Monk, Brawler.
So no barbarian, bloodrager, paladin, wizard, sorcerer, alchemist, cleric, druid, hunter; they just don't fit with the style of a somewhat-more low-fantasy looking setting. Some of them might fit in provided the character concept was built to be more low-key.
Yep...I would be tempted on replacing a few of the existing classes with occult, but for the most part don't see an issue with fitting them into Golarion or equivalent fantasy settings
Off the top of my head, for instance, I much prefer the Occultist over the Wizard and Arcanist. I could see swapping those out.