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2E Class Creation Rules
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<blockquote data-quote="karlindel" data-source="post: 5029793" data-attributes="member: 27103"><p>I saw the 2e creation rules in use, although it's been awhile. </p><p></p><p>As I recall, they demonstrated the problem of breaking a class into packets of abilities. You could not use the guidelines to design any of the actual classes in the game (or the kits, for that matter), as the character would be directly weaker than the class in some fashion. However, if you picked and chose particular abilities from each class, you could end up being overpowered. </p><p></p><p>You could also make the class more powerful if you designed the class with limitations like alignment restrictions (which were never really a restriction as the character would be made with the appropriate alignment) or no THAC0 advancement for a spellcaster. Priests with Fighter THAC0 and hp and spheres that only included healing and buffs were also an issue. </p><p></p><p>As I recall, you also got all the spell slots for casting, even if you did not get as many spells known, so buying a spell package with just one or two schools of magic/priest spheres would give you a lot of spellcasting punch. The most popular combo was Evocation and Alteration, as the OP used. </p><p></p><p>That said, the guidelines were helpful in building unique classes. I saw them used to build specialty priests for particular deities, and interesting characters with abilities from several classes. They just required some DM oversight to make sure they were being used as the DM wanted them to be (including powergaming if that is the preferred playstyle).</p></blockquote><p></p>
[QUOTE="karlindel, post: 5029793, member: 27103"] I saw the 2e creation rules in use, although it's been awhile. As I recall, they demonstrated the problem of breaking a class into packets of abilities. You could not use the guidelines to design any of the actual classes in the game (or the kits, for that matter), as the character would be directly weaker than the class in some fashion. However, if you picked and chose particular abilities from each class, you could end up being overpowered. You could also make the class more powerful if you designed the class with limitations like alignment restrictions (which were never really a restriction as the character would be made with the appropriate alignment) or no THAC0 advancement for a spellcaster. Priests with Fighter THAC0 and hp and spheres that only included healing and buffs were also an issue. As I recall, you also got all the spell slots for casting, even if you did not get as many spells known, so buying a spell package with just one or two schools of magic/priest spheres would give you a lot of spellcasting punch. The most popular combo was Evocation and Alteration, as the OP used. That said, the guidelines were helpful in building unique classes. I saw them used to build specialty priests for particular deities, and interesting characters with abilities from several classes. They just required some DM oversight to make sure they were being used as the DM wanted them to be (including powergaming if that is the preferred playstyle). [/QUOTE]
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