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Playable Character Races and Classes

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HobGoblin42

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player_races_all_01.jpg




The ingame character creation will offer you the complete range of classical RPG races: Humans, Elves, Dwarves, Halflings, Gnomes, Half-Elves and even Half-Orcs.

Following playable character classes will be available at the launch: Fighter, Cleric, Rogue, Barbarian, Wizard, Ranger and Paladin.

There are plans to add the Monk and Druid class in future updates.

Chaos Chronicles will not support multiclass characters.

Please refer this wiki for further information about Races and Classes
 

Rpguy

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Pathfinder: Wrath
There is a rumor that the wizard wont have to memorize spells each day and will cast spells on the fly like a sorcerer does ( KoTC used the same approach )
Is it true?
 

AbounI

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And if so, how will he learn new spells?Like the classic mage or like the sorcerer?
 
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HobGoblin42

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There is a rumor that the wizard wont have to memorize spells each day and will cast spells on the fly like a sorcerer does ( KoTC used the same approach )
Is it true?

Yes, similar to Knights of the Chalice, our Wizard can pick from any learned spell without memorizing those before. But you still have daily limits for each spell level. That's one reason why we removed the sorcerer class.

And if so, how will he learn new spells?Like the classic mage or like the sorcerer?

You will get one free spell when reaching a new spell level, any other spell has to be learned once - through scrolls that can be found or purchased.
 

tuluse

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Why not make the sorcerer instead, and leave the wizard to be implemented properly in the future?
 

Fenris 2.0

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Didn't the Darksun Games handle Magic the same way ? Sorcerer and Wizard are to similiar anyway, no need to include both Classes.

Another Question: Since there are no druids at release, what Spell List is used by the Rangers ?
 
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Excidium

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Are you guys redesigning the other classes like fighter, rogue and paladin to be more viable without multi-classing?
 

evdk

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Rogue is pretty viable without multiclassing (and you control a party anyway, so one class does not have to be all awesome all the time) unless you are knee deep in undead / constructs.
 

Ferdator

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Why not make the sorcerer instead, and leave the wizard to be implemented properly in the future?
We completely skipped the concept of spell memorization. None of our classes will use it. There are too many drawbacks with this system we didn't want to have.


Another Question: Since there are no druids at release, what Spell List is used by the Rangers ?
While the two classes share many spells, there are enough parallelisms to the other classes to already have a broader selection of spells without the druid. And we will provide other essential ranger spells that are not shared with the available classes.

Are you guys redesigning the other classes like fighter, rogue and paladin to be more viable without multi-classing?
At first we tried to stick to the rules as close as possible. By now there are minor changes to some classes to reduce complexity or give them some advantage. Balancing and playtesting will show if there is need for additional redesigns.
In the end its a party-based game. There is no need for every class to be almighty. Every member of the playerparty should have its pros and cons and fullfill its very special task in the world.
 

mangamuscle

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Yes, similar to Knights of the Chalice, our Wizard can pick from any learned spell without memorizing those before. But you still have daily limits for each spell level. That's one reason why we removed the sorcerer class.

IMO then you should simply implement the Sorcerer and leave the Wizard out. The idea is that the wizard can memorize less spells but a seemingly infinite repertoire, it is no coincidence that Wizards get scribe scroll for free at 1st level, they can have copies of all the utilitarian spells (by expending a little time/gold/XP) in their backpack and only memorize the spells they know for sure they will use.

Sorcerers are easier to play, which might be a logical choice for new/starting players.
 

Delterius

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Is it really a sound suggestion to implement a Sorcerer and leave the Wizard for later/never when neither of those were in the making? The game seems to be currently designed for parties with Magic Users who cast like a Sorcerer and learn like a Wizard. That's a different power level. If I'm not mistaken, Coreplay would have to change a lot about encounter and quest design (should quests have solutions based on spellcasting) if that seemingly simple change is made.
 

tuluse

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Serpent in the Staglands Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Shadorwun: Hong Kong
Wizards and sorcerers are already way more powerful than other classes in DnD, if they need a boost than I guess it's going to mandatory to have like 3 of them in your party to make it through this game.
 

Smashing Axe

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Divinity: Original Sin
Well, wizards might not necessarily be overpowered, depending on how spells will be implemented in the game. Will they be like KotC, where you can only buff yourself in combat, and the spells last only as long as combat, with extremely limited resting? Or will we be able to rest after every combat ala the infinity engine games. Once you have that element of spell attrition ramped up, the relative value of fighters, who can handle weaker foes with ease, goes up.
 

mangamuscle

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Is it really a sound suggestion to implement a Sorcerer and leave the Wizard for later/never when neither of those were in the making? The game seems to be currently designed for parties with Magic Users who cast like a Sorcerer and learn like a Wizard. That's a different power level. If I'm not mistaken, Coreplay would have to change a lot about encounter and quest design (should quests have solutions based on spellcasting) if that seemingly simple change is made.

IF the game system can adapt itself to different party compositions (i.e. Some people might play with barbarians, rangers, druids and no magic-users at all) I do not think it should be a issue use the Sorcerer instead of the Wizard, it might even be a bonus to limit the number of spells that can be learned at each level, as it makes the player focus in what his magic-user can do (instead of scrolling at higher levels thru an endless list of spells every time he is going to cast an spell)
 

Grunker

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Rogue is pretty viable without multiclassing (and you control a party anyway, so one class does not have to be all awesome all the time) unless you are knee deep in undead / constructs.

Rogue is widely accepted as the weakest class bar none in 3.5.
 

Delterius

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Is it really a sound suggestion to implement a Sorcerer and leave the Wizard for later/never when neither of those were in the making? The game seems to be currently designed for parties with Magic Users who cast like a Sorcerer and learn like a Wizard. That's a different power level. If I'm not mistaken, Coreplay would have to change a lot about encounter and quest design (should quests have solutions based on spellcasting) if that seemingly simple change is made.

IF the game system can adapt itself to different party compositions (i.e. Some people might play with barbarians, rangers, druids and no magic-users at all) I do not think it should be a issue use the Sorcerer instead of the Wizard, it might even be a bonus to limit the number of spells that can be learned at each level, as it makes the player focus in what his magic-user can do (instead of scrolling at higher levels thru an endless list of spells every time he is going to cast an spell)


But this question goes beyond the arcane spellcasters, as the absence of memorization affects all magic users. The only parties that wouldn't be affected by this change would those limited to rogues, fighters and barbarians.
 

tuluse

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Serpent in the Staglands Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Shadorwun: Hong Kong
HobGoblin42 is divine magic going to be the same where you can spontaneously cast any spell you know or will you have to prepare spells with clerics, rangers, paladins and druids?
 

tuluse

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Serpent in the Staglands Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Shadorwun: Hong Kong
Well this is the first disappointing thing I've heard about the game. It's going to really help paladins and rangers who normally have to deal with very limited preparation slots.
 

mangamuscle

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But this question goes beyond the arcane spellcasters, as the absence of memorization affects all magic users. The only parties that wouldn't be affected by this change would those limited to rogues, fighters and barbarians.

I understand that Chaos Chronicles will not use spell memorization and grant spontaneous casting to any class that can use magic, what I am advocating is the use of the sorcerer instead of the wizard as it already has spontaneous spellcasting (as a matter of fact that was the character class that introduced said concept to D&D). As for divine spellcaster, there is already an OGL variant for spontaneous casting, I see no need to re-invent the wheel.
 

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