sirwmholder
First Post
I have been toying around with the three standard generic classes a bit and came to the realization that with spells like knock and detect traps, magic, poison, etc. expert is really not needed. That's when I noticed something very odd. The Warrior and the Spellcaster ( and like wise the Fighter & Wizard, the only ones in the PHB ) start with only a 2 modifier in skill points.
So I've decided to change both the Warrior and Caster to a 4 modifier and only use those two generic classes. To make up for some of the more skill loss, do away with cross classed skills and add in a few racial modifiers based on former favored class.
I would also change HD to a scale and be based on race as well. Warriors move up one HD step and Casters move down one step. Humanoids are a d8... take a level of Warrior it goes up to a d10... a level of Caster and it becomes a d6 (averages out to a d8). Small Humanoids are a d6... Warrior = d8 / Caster = d4.
Thoughts? Suggestions?
Thanks for your time,
William Holder
So I've decided to change both the Warrior and Caster to a 4 modifier and only use those two generic classes. To make up for some of the more skill loss, do away with cross classed skills and add in a few racial modifiers based on former favored class.
I would also change HD to a scale and be based on race as well. Warriors move up one HD step and Casters move down one step. Humanoids are a d8... take a level of Warrior it goes up to a d10... a level of Caster and it becomes a d6 (averages out to a d8). Small Humanoids are a d6... Warrior = d8 / Caster = d4.
Thoughts? Suggestions?
Thanks for your time,
William Holder
Last edited: