Classes in your game? [Archive] - Wizards Community

Post/Author/DateTimePost
Dracomortis

01-07-07, 05:12 PM
What do you consider the "important" base classes - the ones that really represent a unique role (flavorwise or mechanical) that isn't covered by others? I'm planning to break mine up like this in my upcoming campaign, and I was wondering if there were any more you all thought I should include or possibly take out. I haven't included a grouping for the hexblade or warlock yet, although I'm going to include them in the game. Possibly a new "spellblade" category that combines magic and martial power for the hexblade, and an "eldritch savant" for the warlock. I'll probably wind up converting a few prestige classes into base classes to balance out the distribution or just because I like them enough to do it (come on, you know you want to play a 20-level eldritch theurge). Maybe even some completely new classes.

Arcane Practitioners
Bard: Masters of tapping into the Weave using the sound of music. Some bards use their music to inspire their allies, while others use it to degrade and intimidate their foes.
Sorcerer: Spellcasters who can trace their lineage back to the great chromatic and metallic dragons, sorcerers have a natural connection to the Weave. As they unlock more of the Weave’s secrets, they also unlock more and more of their draconic heritage.
Wizard: Through intense study and experimentation, wizards can unlock the power of the Weave. They do not have the luxury of free time and must devote their lives to the study of arcane magic.
Wu Jen: Summoning the power of the elements through the Weave, wu jen focus their study on a single elemental force. Like the unrelenting forces they channel, wu jen are utterly immovable in their studies.

Divine Followers
Cleric: Exemplars of their beliefs and ideals, clerics draw their power from the Inner Planes and may eventually create one of their own through unswerving devotion. Some worship a deity that portrays their beliefs, but most simply worship their own ideals.
Paladin: Champions of good, paladins belief in a strict black-and-white interpretation of morality; you are either good or evil, there is no in-between. They are sometimes overzealous in their plight and often travel along or with others of their kind.
Sohei: Combining the power of devotion with that of the blade, soheis are the sword and shield of the beliefs they idolize. They actively fight those who oppose their ideals and protect what they hold dear at all costs.

Nature's Defenders
Druid: Defenders of the woodlands and the natural world, druids draw their power from all that is alive; with every birth and death, the balance of nature shifts. Druids seek to maintain this balance and preserve the precious woodlands.
Ranger: Combatants who specialize in combat with one particular kind of creature, rangers draw upon the natural world to track and vanquish their foes. Through extensive study of their foes, rangers quickly learn how to fell them in a single blow.
Shaman: Drawing upon the spirits of the plants and animals, shamans can channel powerful magic that affects both the living and the dead. Shamans hold a great deal of respect for the dead and strike down those who would exploit them.

Martial Artists
Barbarian: Tapping into the boundless rage of the heart, barbarians dominate the battlefield through their superior might and endurance. There is little that can stop an enraged barbarian save the cold grip of death.
Fighter: Disciplined warriors, fighters fill a variety of roles from bodyguards to mercenaries. Although their philosophies are varied, all fighters believe in a highly focused style of fighting, which they often use to separate themselves from other fighters.
Monk: A weapon is useful only so long as it is held; thus is the credo of the monks. Preferring to never be caught off guard, monks learn to use their bodies as a weapon capable of felling foes with as much effectiveness as the sharpest blade.
Samurai: Far greater than the battle between good and evil is the struggle for honor, a struggle that the samurai is determined to win. Always truthful, kind, and determined, samurais vanquish those who would disdain honor and commit acts of great evil.
Swashbuckler: For those who value swift, decisive strikes over brute force, the swashbuckler is a tempting path. Combining deadly skill with quick wit, swashbucklers excel at combat with no armor, unassuming weapons, and overeager foes.

Psionic Minds
Psion: Like sorcerers, psions draw their power from their draconic lineage, but they claim the blood of the psionic gem dragons. Through this heritage, they can unlock the latent psychic power of their minds and unleash it into the surrounding world.
Psychic Warrior: Through strict martial training, psychic warriors develop a keen awareness of their surroundings that surpasses physical awareness. The same discipline that hones their sword arm also heightens their mind.
Soulknife: Wielding their psychic ability in a very real form, soulknives can fashion a wide variety of weapons with the power of their minds. Most choose to focus on a single weapon, eventually mastering its techniques and enhancing it with their power.
Wilder: Those who have unlocked the powers of the mind but lack full control over their power are known as wilders. Often dangerous to themselves and to others, wilders are nonetheless revered for their great psionic power.

Stealth Specialists
Ninja: Combining expert precision with almost magical stealth, ninjas are masters of moving about unseen. Extensively trained in the assassination art of ninjutsu, few have survived a ninja’s deadly onslaught of techniques.
Rogue: Thieves, assassins, treasure hunters – these are all possible callings of the rogue. Adept at felling foes with one well-placed strike, rogues are feared by many and trusted by none. They are masters of getting what others try to hide.
Scout: Constantly on the move, scouts are renowned for their ability to fight under even rigorous movement. Their skill on the battlefield is matched only by their stealth and ability to remain unseen by the enemy.
Spellthief: Although they are skilled enough at assassination, spellthieves excel at stealing the one thing most spellcasters hold dearest: their spells. A spellthief is able to cast their own spells, but prefers to take them from those who appose them.
hisnamehere

01-08-07, 11:44 PM
Heyya. :-)
While I have my favorite classes, I wouldn't say that any are absolutely necessary. It all depends on the campaign setting and style of play.
Without reading your post very thoroughly (i.e. I skipped over your list - sorry), it looks to me like you might have a few too many classes. Remember, all those "non-core" books are just optional material - they are not necessary, nor even intended to mesh with all the other non-core material out there. There are many redundances between CC/PrC, and some of the more recent publications introduce better/worse versions of previously published material. All the core class and prestige class options are not necessary, nor will they all fit together cohesively (look - I used cohesively in a sentence!).
If you really want to use a lot of those cool classes, try limiting them to specific regions or races. While most cultures will have some ranged specialists, the elves will always dominate that field, which is easily achieved by limiting the best archer classes to the elves. And not many of the civilized races are going to have the savagry needed to pull off the druids and barbarians of the world - those could be limited to half-orcs (and halflings if you like the Eberron type).
Also remember that if there are too many options, your players are going to feel like they are missing out even when they have a class they like - "A shadowdancer might be cool, but I could be a shadowdancer soulknife!"
The only staples of play are (usually) - a warrior, a jack-of-all-trades, and a magic-user, or feats, skills, and spells, respectively.
A final suggestion is to have a general idea of what your campaign and world are like, but focus on only a small section of it to begin with. Really limit things so this one area of the world gets a unique feel, and allows you to manage it more easily. Once your PCs want to start exploring other locales, you can then develop outward from your starting point, using the PCs likes/dislikes to help you flush things out.
Good gaming,
hisnamehere
OneWinged4ngel

01-09-07, 01:44 AM
If you don't have a Cleric or Druid, the survivability of the party drops significantly, and they drop a lot of expenses on healing and the like. If you don't have a Rogue, you have trouble with a lot of obstacles, especially at low levels (although spellcasters can emulate these roles later.) If you don't have an arcane spellcaster, the party has less utility and loses a lot of firepower and versatility. They're all pretty nescessary. However, no one ever even notices if a paladin, fighter, or barbarian is missing; the party's druid or whatever is taking the heat better than they ever could have.
Dracomortis

01-11-07, 08:45 PM
Well, I didn't really mean "need" in the sense of "if we don't have one of these in our party we're screwed ten ways to Sunday", but rather a class that does something you couldn't do otherwise without multiclassing. The gish build, for example, would require you to multiclass and most likely prestige out if it were not for classes like the hexblade or paladin (although admittedly, the paladin is a suboptimal choice as is).

For most of the classes, I will be using Szatany's ultimate classes, with various changes as appropriate to the campaign (sorcerers, for example, are all dragon-blooded). I plan on turning a few prestige classes into base classes (the ones I feel would be cool to play straight 20 levels or that my players would like to use), as well as creating a few new classes altogether. Right now, I'm just shifting ideas around and figuring out which classes fit and which ones aren't going to make it.

Monks and ninjas, for example, are only going to exist in one region that has an Oriental flavor - the PCs won't have access to them unless they write an appropriate backstory that places their characters there or they encounter the city and begin training under a sensei. I'm going to combine a lot of prestige classes into the bard class to truly make it a "jack-of-all-trades" and give them a lot more options for bardic music which I feel is rather bland as is. I plan to include the dirgesinger, seeker of the song, and a few others for a start.
MareltEkiran

01-11-07, 08:55 PM
If you don't have a Cleric or Druid, the survivability of the party drops significantly, and they drop a lot of expenses on healing and the like. If you don't have a Rogue, you have trouble with a lot of obstacles, especially at low levels (although spellcasters can emulate these roles later.) If you don't have an arcane spellcaster, the party has less utility and loses a lot of firepower and versatility. They're all pretty nescessary. However, no one ever even notices if a paladin, fighter, or barbarian is missing; the party's druid or whatever is taking the heat better than they ever could have.

You tell me... I'm DMing for a party that consists of a Wizard (Illusionist), Sorcerer and Ranger (Archery style). While they can rain a lot of death and destruction from a distance and the Illusionist can throw enemies off-track for a while, they have no staying power whatsoever. If an enemy returns fire or a melee character manages to get up close, they are toast... (without dimension door, we probably would have had a couple of TPK's by now).
Their only sources of healing are the wand that the Ranger uses and potions (a hobby that gets expensive very quickly).


Anyway, from the list that was mentioned earlier, two classes are missing... the Beguiler (which fits an archetype that can't be mimicked by other classes) and the Favoured Soul (which fits a unique niche in terms of abilities).
Dracomortis

01-11-07, 09:06 PM
Aye, but I have neither the Player's Handbook II nor Complete Divine. I'll be borrowing them soon, so I'll probably add them to the list.