Bowbe wrote:
Steve and I talked this over at length and really here is the deal.
Constant invention of new character classes is AWESOME... for your game and for message boards, and occassionally the Keeper.
What it isn't good for is entry level gamers, marketing, and keeping your booksellers/distributors happy. Why? Because when you start piling in new character classes of every stripe you start dilluting the Archetypes so much you end up with 4th edition D&D and not the type and style of market that we are really shooting to preserve and enhance.
I had a really awesome kick ass necromancer class... but at the end of the day what good was it by itself?
Steve struck on a really really good suggestion. Instead of creating a "Necromancer" why not anylize what a necromancer is: A spellcaster that has dealing with the Undead or a fascination with the life and death continuum.
Why not generate powers and abilities open to any spellcasting class that suit a necromancer. This way you preserve the archtypes, offer variations and depth to the way that they are currently played, and give them new powers they can sub out, trade for, or buy.
If the focus afterall is supposed to be on literary style role play why not give some tools that re-inforce that rather than pidgeon hole a "Necromancer" into its own awesome but campaign limited class?
Steve's a pretty smart guy. Ocassionally he gives me money. I like that and tend to listen to what he says!
I liked where he was going with the idea so thats what I did and it made getting the book finished about a million times easier. I didn't offer too many necromancer "powers" because the spells are so pimped. Instead I gave a few that offer a guideline to expand or generate new powers based on the flavor and feel of your home game.
And when I say spellcaster classes here... I mean all of em. Archtypes are groovy, they give me a tingle
I may be totally wrong, but I think this really works well and hey... it also doesn't piss off booksellers who fear a bajillion "splatbooks" that will sit on their shelf forever... like 3.0 and 3.5 and 2e stuff we see.
Thanks for reading my ramble!
Case
Hey, Case,
I agree with you. I think it was for this reason that there were so many "NPC Classes" in 1e AD&D. EGG & Co. knew that too many classes dilutes the archetypes, as you stated. There was a reason why a PC couldn't be a Death Master, for instance, but you could throw them at the players in a game. Why? To keep them on their toes, of course.
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AD&D, Amish Dungeons & Dragons.
"Galstaff, ye are in a cornfield, when a moustachioed man approaches. What say ye?"
"I shun him."
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"Knowledge, logic, reason, and common sense serve better than a dozen rule books."
-- E. Gary Gygax