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My PC transcends the bounds of "class" - Help!
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<blockquote data-quote="bret" data-source="post: 125536" data-attributes="member: 713"><p>Every time I play D&D, I find the character classes restrictive. It is pretty easy to create a character that doesn't fit well in the D&D rules. Last time this came up, it turned into a long series of threads comparing various RPGs.</p><p></p><p>Current struggle for one of my groups is how to approach a sea based campaign. The skills Profession: Sailor, Use Rope, Balance and even Climb are likely to be very important in such a campaign. Swim isn't necessary, but sure would help.</p><p></p><p>So now lets look at who gets or doesn't get these skills:</p><p>Profession: Sailor: Not class skill for Fighter and Barbarian.</p><p>Use Rope: Ranger and Rogue only.</p><p>Balance: Bard, Monk and Rogue only.</p><p>Climb: Not a class skill for Cleric, Druid, Paladin, Sorcerer and Wizard.</p><p>Swim: Not a class skill for Cleric, Paladin, Sorcerer and Wizard.</p><p></p><p>Only one who has all the skills is the Rogue.</p><p></p><p>So looking at the normal group composition, we have:</p><p>Rogue: Not a problem. Better take lots of Swim skill though, since you will be fishing all the other characters out of the water.</p><p>Fighter: Best choice is Ranger, worst are Barbarian and Fighter. I guess the Vikings were not Barbarians.</p><p>Cleric: Druid might work better, but is a bit weaker on the healing. Even if you take the Water domain, you can't swim.</p><p>Wizard: Regardless of what you do, you are going to suck and everything except the profession skill. Alter Self helps a bit here, give you gills and fins, but you are still going to run into lots of problems.</p><p></p><p></p><p>So now what do you do as a GM? Ask that everyone multiclass, realizing that they will not have the expected level of magic for their level because of this? Change all the class skill lists? Give up and go back to a standard dungeon crawl?</p><p></p><p></p><p>I guess that Halflings, Half Elves and Humans rule the seas.</p><p></p><p></p><p>The thing is there are all sorts of character concepts that would work just fine in a sea campaign if not for the cross class skills. Makes a lot of sense for the cleric of a deity like Posidean to want to be a great sailor, same for an Elemental Savant of Water or Air. Either they have to give up their spell power in exchange for rogue levels, or the GM has to modify the rules.</p></blockquote><p></p>
[QUOTE="bret, post: 125536, member: 713"] Every time I play D&D, I find the character classes restrictive. It is pretty easy to create a character that doesn't fit well in the D&D rules. Last time this came up, it turned into a long series of threads comparing various RPGs. Current struggle for one of my groups is how to approach a sea based campaign. The skills Profession: Sailor, Use Rope, Balance and even Climb are likely to be very important in such a campaign. Swim isn't necessary, but sure would help. So now lets look at who gets or doesn't get these skills: Profession: Sailor: Not class skill for Fighter and Barbarian. Use Rope: Ranger and Rogue only. Balance: Bard, Monk and Rogue only. Climb: Not a class skill for Cleric, Druid, Paladin, Sorcerer and Wizard. Swim: Not a class skill for Cleric, Paladin, Sorcerer and Wizard. Only one who has all the skills is the Rogue. So looking at the normal group composition, we have: Rogue: Not a problem. Better take lots of Swim skill though, since you will be fishing all the other characters out of the water. Fighter: Best choice is Ranger, worst are Barbarian and Fighter. I guess the Vikings were not Barbarians. Cleric: Druid might work better, but is a bit weaker on the healing. Even if you take the Water domain, you can't swim. Wizard: Regardless of what you do, you are going to suck and everything except the profession skill. Alter Self helps a bit here, give you gills and fins, but you are still going to run into lots of problems. So now what do you do as a GM? Ask that everyone multiclass, realizing that they will not have the expected level of magic for their level because of this? Change all the class skill lists? Give up and go back to a standard dungeon crawl? I guess that Halflings, Half Elves and Humans rule the seas. The thing is there are all sorts of character concepts that would work just fine in a sea campaign if not for the cross class skills. Makes a lot of sense for the cleric of a deity like Posidean to want to be a great sailor, same for an Elemental Savant of Water or Air. Either they have to give up their spell power in exchange for rogue levels, or the GM has to modify the rules. [/QUOTE]
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