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Author Topic: Reworking classes  (Read 1413 times)
Golden Dragon
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« on: October 22, 2007, 01:17:19 PM »

How much reworking will the classes get for Fantasy Craft?

The reason for asking: I've been a reader of Monte Cook's blog for a while, and in there he talks about some of the changes he would make to base classes. In fact, he has recently implemented some of those changes in his home campaign. I hope the Crafty Three have been reading his work.

The biggest thing: His implementation of disciplines for spell-casters. Clerics get to heal without burning spells, and wizards get to do some wizardly things (Magic Missile?) without burning spells.

(I think of his witches from Arcana Evolved when he talks about disciplines.)

Just hoping that the Three are reading his little discussions. I'd offer a link, but I couldn't find a way to link to specific posts in Livejournal. Hope that doesn't make me technologically incompetent.
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Gregory the Golden Dragon
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Morgenstern
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« Reply #1 on: October 22, 2007, 01:35:03 PM »

I'd be curious to read it (if someone can find a link - I'm not a greatly skilled surfer), but in some ways they are totally unrelated undertakings. Fantasycraft will tweak Spycraft classes, not D&D ones. The D&D classes have an unfortunate legacy of being a pure wargaming system with some paint sprayed over it for skills resolution. The Core Classes of D&D are evaluted (and blanced) almost entirely on their ability to kill stuff. Not even as dungeon delvers - as pure killers. Spycraft starts with a lot more emphsis on the "utility" abilities - particularly those that drive a plot line. Once those roles are secured, we mix in combat capability as needed. The current list of base classes going into Fantasycraft is hot, because it reflects much more of fantasy literature that the "big 4" roles (Cleric, Fighter, Thief, Wizard) at the core of D&D. We want to see the scheming courtier changing the course of a nation or the great captain leading the armies of the West across 400 leagues to lay seige to the treasonous monks and Barith Ennan.

I also have real issues with the tie between 'clerics' and healing. It's for the most part irrational once the game evolved to the point where clerics wheren't universally Biblical types with the serial numbers smudged a bit (not even filed off, really). The capacity for a good battlefield heal needs to be a bit more spread around rather than making one guy the only "healer" and either boring him to tears or grossly overpowering the class to make up for the perceived sacrifice of taking it (I'm looking directly at you, 3.0 cleric, you grossly broken thing). I'm gonna take a moment to sing the praises of the Lord fo the Rings MMO, as they have done someting brilliant - made the 'bar' that seperates you from defeat a measure of morale rather than physical health. There parallel to vitality's practical funtion seems obvious. That simple change of theme means that things that give encouragement have the game effect of "healing" and quickly escorts divine intervention off the premises. Dropping the 'Obligatory Healing' shtick allows clerics to have the variety and versitility they deserve as the catch all class for divine power.
« Last Edit: October 22, 2007, 06:47:25 PM by Morgenstern » Logged

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« Reply #2 on: October 22, 2007, 03:02:56 PM »

I am not sure if these are the design notes that Golden Dragon was talking about, but this link has listings of Design Diaries from Monte Cook and Mike Mearls.  There are a ton of entries for Monte Cook and I have by no means read all of them, but it is worth a look-see.
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« Reply #3 on: October 22, 2007, 03:34:06 PM »

Morgernstern's post gives me much hope. Trying to reflect the literature...excellent! The D&D cleric never was a reflection of the literature. (And I favor playing clerics. But I recognize they come from somewhere else.)

Now you have me drooling like a fanboy waiting for FantasyCraft. Shame on you.
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Gregory the Golden Dragon
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-Most children are.
      Calvin & Hobbes
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