- Joined
- May 29, 2010
- Messages
- 36,926
Each time you level up, you get a class-specific ability. Every three levels you get a class-specific or class-neutral talent, which is the equivalent of a feat.I seem to remember that you could either go "passive enhancement" route or "active abilities" route, so it seems to me that you can choose the abilities.Didn't Josh talk about being able to choose more or less active abilities to create high/low maintenance characters? Not having a choice in abilities sounds pretty weak.
Yes, but I don't think that's a choice between these special per-level class abilities. Rather it would be through selection of feats, perks, or whatever they're called in this game. It's possible that they are one and the same, though.
Yes, but again, that specialization might manifest itself through the selection of feats on level-up, with these per-level class abilities being a separate, fixed thing. Or maybe they're one and the same, I don't know. Roguey?
All classes have class abilities. After first level, wizards' class abilities are access to spells, period. Fighters (and other melee-oriented classes) have access to their own class abilities. Whether they are literally magical in nature or not, they will in many cases be more powerful than a comparable spell gained at the same level. The ultimate advantage of wizards is flexibility. They can potentially learn all spells available to wizards and at any given time are only limited by what's in their current grimoire.
...
The advancement mechanics are not like 4E in that all classes do not have the same split of active/passive abilities. E.g. wizards tend to have almost entirely active-use abilities and fighters have a mix of passive, modal, and active abilities.
Josh isn't a fan of stat prerequisites.Presumably they would have stat and level prerequisites, like D&D