steeldragons
Steeliest of the dragons
(Put this as a "General D&D" because I'm really asking about/for my homebrew, so it could be applied viewed as for several different versions of D&D or OSR or whatever systems you prefer.)
Assumption #1: There is a game with 4 categories of classes: The Warrior classes, who primarily use weapons and combat expertise; The Wizard classes, who primarily use spells and magic expertise; The Rogue classes, who primarily use stealth and skill expertise; and the Mystic classes, who primarily channel power from an external source and combine magic with combat expertise to varying extent.
Assumption #2: Upon release, the initial game will include 12 -ONLY 12, NO MORE or LESS than 12- classes. There will be THREE (3) classes for each class category.
Assumption #3: There is ONE (1) Mystic category class slot up for grabs. The class will be considered a Mystic class. There are no slots in other categories to be had.
Assumption #4: The game breaks up "Magic" into the realm s of the Arcane, the Divine, Nature, Psychic, and the Occult.
Cleric is a (the default) Mystic class. Channeler of Divine power/magic. Certain armor wearing. Certain weapon wielding. Divine magic spell-casting on top of their channeled divine powers.
Druid is a Mystic class. Channeler of the forces/power of Nature. Certain armor wearing. Certian weapon wielding. Nature magic spell-casting on top of their channeled nature powers.
The third Mystic class could a Bard. Would be another "Nature" channeler. Certain armor wearing. Certain weapon wielding. Bardic magic (includes all magic types except Occult) spell-casting on top of the channeled powers.
Or the third Mystic class could be a Warlock. Channeler of Arcane power/magic. Certain armor wearing. Certain weapon wielding. Occult magic spell-casting on top of channeled powers.
Assumption #1: There is a game with 4 categories of classes: The Warrior classes, who primarily use weapons and combat expertise; The Wizard classes, who primarily use spells and magic expertise; The Rogue classes, who primarily use stealth and skill expertise; and the Mystic classes, who primarily channel power from an external source and combine magic with combat expertise to varying extent.
Assumption #2: Upon release, the initial game will include 12 -ONLY 12, NO MORE or LESS than 12- classes. There will be THREE (3) classes for each class category.
Assumption #3: There is ONE (1) Mystic category class slot up for grabs. The class will be considered a Mystic class. There are no slots in other categories to be had.
Assumption #4: The game breaks up "Magic" into the realm s of the Arcane, the Divine, Nature, Psychic, and the Occult.
Cleric is a (the default) Mystic class. Channeler of Divine power/magic. Certain armor wearing. Certain weapon wielding. Divine magic spell-casting on top of their channeled divine powers.
Druid is a Mystic class. Channeler of the forces/power of Nature. Certain armor wearing. Certian weapon wielding. Nature magic spell-casting on top of their channeled nature powers.
The third Mystic class could a Bard. Would be another "Nature" channeler. Certain armor wearing. Certain weapon wielding. Bardic magic (includes all magic types except Occult) spell-casting on top of the channeled powers.
Or the third Mystic class could be a Warlock. Channeler of Arcane power/magic. Certain armor wearing. Certain weapon wielding. Occult magic spell-casting on top of channeled powers.