Kryndal Levik said:
Ugh, I hadn't really thought about having to convert NPCs over. When I said I was definitely "all or nothing," I was thinking about the PCs- I hadn't really thought about NPCs and/or classed monsters. I'm running a homebrew, but I have literally hundreds of existing statted NPCs; it gives me a headache to even think about converting them over.
For those that have tried- I take it the conversions would be absolutely necessary? I'd think that the generic classes would be a bit underpowered by comparison, but I could be wrong.
I'd say so. It'd be a bit difficult to build a ranger, monk, paladin, druid or many other "flavorful" classes using the "plain vanilla" rules that are the generic PCs. Sorcerers have more spells/day than a spellcaster, wizards have much more selection, druids have special nature-based powers, and clerics are better combat-wise. Warriors need to burn a feat to start off equal to a fighter, & skill point-wise, they're behind barbarians and rangers. Experts are behind rogues skill-wise and magic-less compared to bards. Monks are another paradigm altogether. Don't ask about psionics.
With generics at least, you can pick yoor class skills, which means you can go for most any some of basic concept you want (hedge wizard healers, non-combatant priests, noble knights, agile swashbucklers, learned scholars, craftsmen, etc.). And, I'd recommend tossing out multiclassing restrictions/XP penalties when using these classes--not really much point since there's fewer classes to choose from.
Oh yeah, I created a couple of feats & flaws for use with the generic classes--I think it helps them out a bit. Makes a couple of options w/ the core classes, like a higher skill point base or hit die, possible.
Feats
Increased Hit Die [General]
You are much tougher than other members of your class.
Benefit: Increase the Hit Die for your character class by one type (for example, a d4 is now a d6; a d6 is now a d8; and a d10 is now a d12). Use this new Hit Die to determine your character?s Hit Points, starting at 1st level.
Special: You may only takes this feat as a 1st-level character.
Increased Skill Points [General]
You are more skilled than other members of your class.
Benefit: Increase the base skill points for your character class by two (for example, a skill point base of 2 increase to 4; and a skill point base of 6 increases to 8). Use this new base skill point value to determine your character?s skill points, starting at 1st level.
Special: You may only takes this feat as a 1st-level character.
Flaws
Decreased Hit Die [General]
You are weaker than other members of your class.
Benefit: Decrease the Hit Die for your character class by one type (for example, a d6 is now a d4; and a d10 is now a d8). Use this new Hit Die to determine your character?s Hit Points, starting at 1st level.
Special: You may only takes this feat as a 1st-level character. You must have a d6 Hit Die or higher to take this flaw.
Decreased Skill Points [General]
You are less skilled than other members of your class.
Benefit: Decrease the base skill points for your character class by two (for example, a skill point base of 6 decreases to 4). Use this new base skill point value to determine your character?s skill points, starting at 1st level.
Special: You may only takes this feat as a 1st-level character. You must have a skill point base of 4 or higher to take this flaw.
But, that's only for NPCs with character classes. Monsters shouldn't be a problem at all.