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Adventurer Base Class
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<blockquote data-quote="Claudius Gaius" data-source="post: 3934422" data-attributes="member: 57946"><p>Ah well, memories of an old second edition generic "adventurer" class. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /> It may be a bit over-the-top in standard d20: I'm so used to Eclipse point-buy (and to people buying only the items that fit the exact idea they had in mind) by now that it's a bit hard to judge without breaking it down. Personally I suspect that the base fighter is a bit underpowered: outside of combat they usually have little or nothing to do - and our games often spend a lot of time on information-gathering and social situations.</p><p></p><p></p><p><em>edit: Hm. I'll take a minute and check: 20xd8 Hit Dice: 80 Points, Skills 138 Points (6 SP per level) or 92 (4 SP per level), +19 BAB (Warcraft, 114 Points), +30 total saves (90 Points), 5 Bonus Feats (30 Points), Favored Enemy (6 Points), Endurance (Immunity, 4 Points), Evasion (Fortune/Reflex Variant, 6 Points), Acrobatic Charge (Immunity, 6 Points), Lucky (Luck, 6 Points), Uncanny Dodge (Awareness, 6 Points), Fast Movement (Celerity, 6 Points), and Slippery Mind (Luck/Specialized Reroll Variant, 6 Points). Total: 498 Points (6 SP version) or 452 Points (4 SP per level version). A standard Fighter breaks down to 451 and a standard Rogue to 479. Of course, the base allowance is 24 points per level counting L0 - making 504 points. </em></p><p><em></em></p><p><em>Now, we do count the Fighter - as noted earlier - as being a bit underpowered in non-combat situations. In our games the spare points usually go towards some background skills (heraldry, armor repair, diplomacy, etc). </em></p><p><em></em></p><p><em>The results also suggest that a 20'th level Rogue is about equivalent to a 19'th level Sorcerer or Wizard as far as effectiveness goes. We usually have those points go to a few contacts, Immunity to lesser Divination effects (Rogues who don't buy this tend to get caught quickly), and some ability to sense magic - so that they'll know if they're up against major magical defenses. </em></p><p><em></em></p><p><em>Overall, I'd be perfectly willing to accept the 6 SP per level version. Depending on how expensive any speculative special abilities are it might be best to cut it back to 4 SP per level. </em></p></blockquote><p></p>
[QUOTE="Claudius Gaius, post: 3934422, member: 57946"] Ah well, memories of an old second edition generic "adventurer" class. :) It may be a bit over-the-top in standard d20: I'm so used to Eclipse point-buy (and to people buying only the items that fit the exact idea they had in mind) by now that it's a bit hard to judge without breaking it down. Personally I suspect that the base fighter is a bit underpowered: outside of combat they usually have little or nothing to do - and our games often spend a lot of time on information-gathering and social situations. [I]edit: Hm. I'll take a minute and check: 20xd8 Hit Dice: 80 Points, Skills 138 Points (6 SP per level) or 92 (4 SP per level), +19 BAB (Warcraft, 114 Points), +30 total saves (90 Points), 5 Bonus Feats (30 Points), Favored Enemy (6 Points), Endurance (Immunity, 4 Points), Evasion (Fortune/Reflex Variant, 6 Points), Acrobatic Charge (Immunity, 6 Points), Lucky (Luck, 6 Points), Uncanny Dodge (Awareness, 6 Points), Fast Movement (Celerity, 6 Points), and Slippery Mind (Luck/Specialized Reroll Variant, 6 Points). Total: 498 Points (6 SP version) or 452 Points (4 SP per level version). A standard Fighter breaks down to 451 and a standard Rogue to 479. Of course, the base allowance is 24 points per level counting L0 - making 504 points. Now, we do count the Fighter - as noted earlier - as being a bit underpowered in non-combat situations. In our games the spare points usually go towards some background skills (heraldry, armor repair, diplomacy, etc). The results also suggest that a 20'th level Rogue is about equivalent to a 19'th level Sorcerer or Wizard as far as effectiveness goes. We usually have those points go to a few contacts, Immunity to lesser Divination effects (Rogues who don't buy this tend to get caught quickly), and some ability to sense magic - so that they'll know if they're up against major magical defenses. Overall, I'd be perfectly willing to accept the 6 SP per level version. Depending on how expensive any speculative special abilities are it might be best to cut it back to 4 SP per level. [/I] [/QUOTE]
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