[quote]MarloMarlo wrote...
[quote]Jisai wrote...
Again, the basis and ideology of Divine Magic (Faith based magic) is a D&D concept and was again used (healing spells) and expanded upon with Spirit Magic, and Creation Magic, as I aforementioned with the expandability of magic. No, the actual phrase 'Divine Magic' was not used, it was molded to suit the new game and its potential development.[/quote]
DnD's Divine Magic is based on gods granting power to their faithful -- literally, in case that needs to be pointed out. It's nothing like DA's magic. [/quote]
Someone either didn't pay attention to the fine-print in third edition or is pretending that edition wasn't D&D for some reason...
[quote]MarloMarlo wrote...
[quote]Kaosgirl wrote...
As I see it: Warriors are supposed to be martial specialists. The guys who shine in combat, whether melee or ranged. Rogues are supposed to be the utility skillmonkeys; the ones who shine outside of combat.[/quote]
Yes, how very shiny it must be to have a class designed and balanced around picking locks and disarming the occasional trap. [/quote]
And climbing walls, and bartering with crooked merchants, and conning the naive nobility, and interrogating captured prisoners...
Though I guess for a mindless hack&slasher none of that's relevant. Hence the bone of backstabbing and dirty-fighting.
[quote]MarloMarlo wrote...
Martial prowess and out of combat utility are not mutually exclusive or even so different that one shouldn't exist with the other for any reason, game balance included. [/quote]
Time spent progressing in one field of study is time not spent progressing in another. Logically, someone who focuses on out-of-combat utility should be increasing his martial prowess at a much slower rate than someone who focuses on martial prowess...
(At least until one hits the point of diminishing returns, but that's a whole other argument entirely.)
[quote]MarloMarlo wrote...
[quote]Kaosgirl wrote...
Backstab, I believe, was a bone thrown to the utility-character for a game-model that's combat heavy. Giving him situational combat power so he won't be a third wheel when the fighting inevitably starts. You give a good argument for why that wasn't the best idea later, but don't really explain why the two archetypes should be the same.[/quote]
Well, if he didn't explain why the two archetypes should be the same, you certainly did. Like you said, it's a combat heavy game and we can't have the utility monkey sitting around useless for most of it. [/quote]
Or we could make it less combat-heavy and give the skill-monkey something to do that fits who he is instead of just cramming him into the role of glass-jaw DPS fighter...
It always irked me that the Fighter class often devolved into the Ablative Meat Shield class - aka Tank - while classes ostensibly about a noncombat archetype were doing the real damage. It can work balance-wise, but it just made no sense that a guy who's 'concept' is about being sneaky is better at killing things than a guy who's concept is about killing things.
[quote]MarloMarlo wrote...
[quote]Kaosgirl wrote...
What you're arguing for is, essentially, a step towards a classless design system. And that's not a bad thing IMO, but it balances in a different way. The skill-monkey still isn't the combat specialist, because specializing in one means less proficiency in the other.[/quote]
Well, then it's a good thing all mages don't automatically know all spells[/quote]
Hey, way to miss the point.
[quote]MarloMarlo wrote...
and all rogues and warriors don't know all of their abilities from the get go, or that all classes don't have maxed out stats, and that they end having to decide what their focus is going to be, right? Would that change if warriors and rogues were combined into one class?[/quote]
It depends on how it's done, really.
class-based systems lump "related" skills together, and you naturally improve in all class-related skills as you level. If you try to convert the system to classless (or even just conflate two classes designed to emulate different roles) without taking that feature out, then the character *doesn't* have to decide what their focus is going to be. They can just do both anyway.
[quote]MarloMarlo wrote...
[quote]Kaosgirl wrote...
And technically, the lore does make (circle) Mages a hybrid of the classic Cleric. Their magic comes from channeling the power of a Divine Realm (the Fade, which in the lore was once where the home of the Maker resided,) much like the third-edition D&D ethos-based clerics did. Magic is also defined as a "gift from the Maker," when it's not being referred to as a curse.[/quote]
Well, "technically," the Fade isn't a divine realm in the same sense that DnD had divine realms.[/quote]
Proof plox?
[quote]MarloMarlo wrote...
"Technically," there's no evidence of the Maker's existance, unlike the verifiable and recognizable presence of the gods in DnD; nor would it matter since the Maker isn't even granting mages the power to cast spells. [/quote]
3E D&D clerics weren't necessarily getting their powers from any gods either - though people who were still stuck in habits from the previous versions often missed that little detail. Even in 2e, the Dark Sun setting more or less dispensed with the gods and had Clerics being powered by the Elemental planes.
Real, verifiable and recognizable Gods aren't essential to the Cleric. The only consistent things that differentiate them from mages are:
Being subject to a religious-based hierarchy. (Chantry bosses the Circle around: check.)
Channelling their power from elsewhere. (DA:O Mages draw power from the Fade: check.)
(Edited to fix quotation attributions.)
Modifié par Kaosgirl, 07 décembre 2009 - 05:59 .