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<blockquote data-quote="wysiwyg" data-source="post: 4847488" data-attributes="member: 16985"><p><span style="font-family: 'Verdana'"><span style="color: white">Exactly what I had in mind. Realistically, no one really knows where his career path will truly take him. A character can decide level by level where he wants his skills to improve without the need to chart out the next 20 levels before hand.</span></span></p><p> </p><p><span style="font-family: 'Verdana'"><span style="color: white">I think we should definitely make it a house rule. With this WD, Theroc and I would go back and customize the monk/ranger (whatever) the way we would want to. Once we go through the list of abilities and check if they won't kill game balance, anyone will be able to customize which ever class they choose.</span></span></p><p> </p><p><span style="font-family: 'Verdana'"><span style="color: white">We should start working on my proposed list of swaps. We need to also add in other swap options, for example:</span></span></p><p><span style="font-family: 'Verdana'"><span style="color: white">1) Lose spells: for every 2 spells slots, gain one of the abilities. Can only be done by minor spell casters (ranger, paladin, assassin, etc). Not by wizards, bards, clerics, druids, etc.</span></span></p><p><span style="font-family: 'Verdana'"><span style="color: white">2) Add some more arcane/divine abilities to the list (more spells, turning abilities/modifiers, etc). It will really be quite a big list. I suggest compiling it as 4 sub-lists: (a) Combat modifiers (b) Arcane modifiers (c) Divine modifiers (d) General modifiers.</span></span></p><p> </p><p><span style="font-family: 'Verdana'"><span style="color: white">Some guidelines that must be adhered to: </span></span></p><p> </p><p><strong><span style="font-family: 'Verdana'"><span style="color: white">Alignment</span></span></strong></p><p><span style="font-family: 'Verdana'"><span style="color: white">A character that chooses a class that has an alignment requirement as a base class, cannot ignore the requirement. (Paladins, druids, monks, assassins, etc).</span></span></p><p> </p><p><strong><span style="font-family: 'Verdana'"><span style="color: white">Monk</span></span></strong></p><p><span style="font-family: 'Verdana'"><span style="color: white">The monk's unarmed damage should not apply to more than one weapon. The player must choose at 1st level what weapon he will master and replace it with his unarmed damage. If the monk’s class is chosen, and the PC decides to wear armor, he would also have to swap out any monk abilities that do not work with armor (AC bonus, speed, etc).</span></span></p><p> </p></blockquote><p></p>
[QUOTE="wysiwyg, post: 4847488, member: 16985"] [FONT=Verdana][COLOR=white]Exactly what I had in mind. Realistically, no one really knows where his career path will truly take him. A character can decide level by level where he wants his skills to improve without the need to chart out the next 20 levels before hand.[/COLOR][/FONT] [FONT=Verdana][COLOR=white] [/COLOR][/FONT] [FONT=Verdana][COLOR=white]I think we should definitely make it a house rule. With this WD, Theroc and I would go back and customize the monk/ranger (whatever) the way we would want to. Once we go through the list of abilities and check if they won't kill game balance, anyone will be able to customize which ever class they choose.[/COLOR][/FONT] [FONT=Verdana][COLOR=white] [/COLOR][/FONT] [FONT=Verdana][COLOR=white]We should start working on my proposed list of swaps. We need to also add in other swap options, for example:[/COLOR][/FONT] [FONT=Verdana][COLOR=white]1) Lose spells: for every 2 spells slots, gain one of the abilities. Can only be done by minor spell casters (ranger, paladin, assassin, etc). Not by wizards, bards, clerics, druids, etc.[/COLOR][/FONT] [FONT=Verdana][COLOR=white]2) Add some more arcane/divine abilities to the list (more spells, turning abilities/modifiers, etc). It will really be quite a big list. I suggest compiling it as 4 sub-lists: (a) Combat modifiers (b) Arcane modifiers (c) Divine modifiers (d) General modifiers.[/COLOR][/FONT] [FONT=Verdana][COLOR=white] [/COLOR][/FONT] [FONT=Verdana][COLOR=white]Some guidelines that must be adhered to: [/COLOR][/FONT] [FONT=Verdana][COLOR=white] [/COLOR][/FONT] [B][FONT=Verdana][COLOR=white]Alignment[/COLOR][/FONT][/B] [FONT=Verdana][COLOR=white]A character that chooses a class that has an alignment requirement as a base class, cannot ignore the requirement. (Paladins, druids, monks, assassins, etc).[/COLOR][/FONT] [B][FONT=Verdana][COLOR=white] [/COLOR][/FONT][/B] [B][FONT=Verdana][COLOR=white]Monk[/COLOR][/FONT][/B] [FONT=Verdana][COLOR=white]The monk's unarmed damage should not apply to more than one weapon. The player must choose at 1st level what weapon he will master and replace it with his unarmed damage. If the monk’s class is chosen, and the PC decides to wear armor, he would also have to swap out any monk abilities that do not work with armor (AC bonus, speed, etc).[/COLOR][/FONT] [FONT=Verdana][COLOR=white] [/COLOR][/FONT] [FONT=Verdana][COLOR=#000000] [/COLOR][/FONT] [/QUOTE]
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