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| #1emkjSep 23, 2011 15:46:12 | I'm working on a homebrew fantasy RPG where I've divided classes up into three categpries (magical, professional, and combat/martial) with a few hybrid classes also available. I'm set on the three professional and magical classes, but I keep going back and forth on the combat classes and I'm looking for advice/opinions. One ground rule is that combat classes should be based on things you could only learn from military or combat training; so they need to be as un-magical as possible (i.e. Paladins would be a martial/magical hybrid class). Weapon Master(/Marksman/Martial Artist): This is the one class I'm pretty set on. It would focus on developing skills and special maneuvers with a particular weapon type. I had considered breaking this class up into two classes (one melee and one ranged), but I think the concepts overlapped enough they can be combined in a single class. I'm also considering including unarmed combat techniques in this class for similar reasons. At one point these were my three core combat classes, but I really thought they weren't as different from each other as my magical and professional classes were. Berserker/Barbarian: I've really never thought that this was a great concept to build a whole class around. It seems more like a particular fighting style that could be covered with a feat/skill/stance that any fighter could learn. Monk/Martial Artist: The magical/supernatural flavor of D&D Monks would rule them out as a pure combat class, but a more realistic Martial Artist class is still possible. Knight (not Paladin): It always bugs me that a basic Knight class is usually absent from medieval RPGs, while it's a strong contender in my mind. I my mind this class would have a more defensive focus than the Weapon Master class and provide skills like mounted combat, battlefield command, heavy armor bonuses and the like. Ranger(/Marksman/Hunter/Scout): Magical Rangers would be a magical hybrid class. Skilled Hunters would be a professional hybrid. Marksman could be rolled into Weapon Master. Scout is covered by my professional Explorer class. Assassin/Rogue: This would also be a professional hybrid class (if not fully professional). So, I'm looking for ideas about how you would set up three martial classes that are not magical and don't rely heavily on skills learned outside of combat training. |
| #2rampantSep 23, 2011 17:02:47 | Simplifying down to magic vs. not magic classes I can grok. I don't understand the difference between martial and professional, it seems like the power comes from the same place. For the weapon master the base fighter already encourages weapon specialization and developing a favorite right out of the box. The master archer is harder since the bow using classes seem to come with a lot of extra baggage, I advise stealing shamelessly from them to assemble a non-magical archer class, or just using the archer variants of the pre-E ranger. The 'martial artist' is another tricky one, first of all weapons play a part in martial arts, anyone who says other wise needs to be smacked upside the head with a bo staff. What has this guy got going for him that sets him apart from the weapon master besides his weapon choice? The knight, well here's a chance to have some real fun. I reccomend looking into leader or striker because those are the easiest roles for a mounted dude with heavy weapons to fill, although a sub theme of controller could be worked in easily. Make powers that either require or get better from being atop a beastie. Several utilities need to be devoted to protecting the mount. One crazy idea would be to Make the weapon master and the martial artist the same class and just have unarmed be one of the weapon master's options for favored weapon. |
| #3RustmonsterSep 23, 2011 23:20:29 | Simplifying down to magic vs. not magic classes I can grok. I don't understand the difference between martial and professional, it seems like the power comes from the same place. I'm going to assume, judging by how he said "Martial/Combat" classes, that the difference is that the "Profesional" classes are good out of combat and poor out of combat, which is weird with the assumptions that 4E makes, but it's his game I guess. |
| #4rampantSep 23, 2011 23:58:20 | I think you meant 'good out of combat and poor in combat'. Anyway yeah, that doesn't fly, even in a skill heavy, rp heavy game there just aren't enough non-combat mechanics to make a non-com class interesting. Furthermore the assassin is trained in the ancient and precise art of killing people, that sounds like a martial class to me. |