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originally posted in: Are more classes better?... (RPG)
Edited by BlaqSpiral: 12/18/2014 4:27:19 PM
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More classes allow for more individuality... this allows for players to really make their character their own *sends an annoyed look towards bungie* and it also allows players greater opportunity to play situations to their own strengths. *sends another annoyed look at bungie*
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  • I see you're disappointed with Destiny too ha

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  • A slight understatement... my point towards your article is that, if you give people the ability to make a character their own, they take pride in it and you have just won a huge chunk of the immersion battle. Players who are attached to their characters will always care more for the story the game master is providing... without that immersion, players will become disinterested with everything as disappointment mounts. Balancing said classes is another story, the more classes, the more work. I think your dragon rider idea isn't wise because of this.

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  • I tried explaining the dragon rider issue to my brother, and he got a little hostile. Behind the scenes I've been trying to make some balancing tweaks to the class (such as being restricted from the usage of missile weapons, and being weak to elements opposite of their dragon).

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  • Edited by BlaqSpiral: 12/19/2014 1:17:18 AM
    Way back when I played table top, we often ran into players that would try to exploit the rules in order to be over powered, we called them munchkins or something like that. I would bet that your brother tailored that class for himself. I would suggest you explain how unlikely the class would be and how impossible it will be to balance. Most table top games have them as too intelligent and proud to be simple steeds. However, advanced dungeons and dragons had a box set called Council of Wyrms. It allowed players to be dragon riders, but the world and the adventures were tailor made for it. Its simply not practical to have it in a more mundane game. I would really stand my ground on it.

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  • To be fair, our whole story is focused around the aspect of Dragon Riders... But i do see what you mean. We'll try to negotiate.

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  • Then the other classes will be moot... suggest the dragon rider class as an advanced subclass... something you MIGHT achieve down the road... if you go this route, take a look at books about dragons from old English mythology and incorporate the different types and body styles in the class. Some of them are bipedal like a raptor, some more serpentine, some with many appendages and others are wyverns (wings and 2 legs).

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  • That i do like; and it could almost be treated like prestiging... Imagine a Paladin with a Dragon Rider mount, oh dear lord.

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  • But there has to be a sacrifice... a dragon doesn't want a heavy ass armored guy on his back... so while the Paladin will have his powers, he'll have to go lightly armored. Don't be afraid to use other RPGs, especial AD&D's council of wyrms, its about dragon riders and it might have a system you can borrow and modify towards your game.

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  • I'll check it out, thank you

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  • Also take a look at Palladium Books' Rifts... they actually let you play as a hatchling dragon, some unique systems there too.

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  • I [b]did[/b] see that somewhere, along with someone making a class for a homebrew where he was basically a monk infused with dragon powers. I like that idea too because i can make a bunch of dragon oriented classes that can be a direct prestige of any base class (mage -> Dracomancer; Monk -> Wyrm Acolyte; Warlock -> DracoLich; etc.)

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  • Bump

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  • The sky is the limit... perhaps base the advanced classes around the necessity to battle advanced enemies. Also, allow the dragons some sort of spiritual connection with the players they embrace.

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  • Ill look into both options; my brother doesn't care as long as dragons can be obtained ha

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