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A variant approach to classes - advice gratefully received
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<blockquote data-quote="Imret" data-source="post: 2687040" data-attributes="member: 991"><p>Well, being in the throes of my world-building, I'm quickly daunted by how much work I'd have to do on the core classes to make them fit my vision, or alternately just how many I'd have to add to provide the variety I want. I could discuss the various alterations I'd have to make and why, but I think it'd just eat up space. So I'll simply put my idea out there and see what the GMF thinks on first glance. If it seems reasonable to people here I'll do some work on it and put it up for consideration in House Rules.</p><p></p><p>Starting with the Generic Classes variant from Unearthed Arcana, I'd expand on the list of bonus feats and possibly give them more often (I like heroes that can really shine in their element, because I don't play nice <img src="http://www.enworld.org/forum/images/smilies/devious.png" class="smilie" loading="lazy" alt=":]" title="Devious :]" data-shortname=":]" /> ). Within this expanding would be feats to replicate and introduce the major class features of the 'iconic' core classes (barbarians, monks, etc) while not button-holing characters.</p><p></p><p>For the spellcasters, I'd reduce the 'generic' class spell list by at -least- half and introduce Paths; a small class feature, a list of bonus spells known (1 per spell level, mostly those not on the core class spell list), and a drawback. Possibly major and minor paths; a major path defines -how- the character casts spells and is selected at 1st level only, whereas minor paths appear in the bonus feats list and subtly alter the character's spellcasting.</p><p></p><p>Combined with the Styles rules from Oriental Adventures and PrC's, there's a phenomenal amount of specificity and variety available, while making the core classes truly <strong><em>core</em></strong>.</p><p></p><p>So...what do other GM's think? Too much of a change? Too complex? Do PrC's and multiclassing make some of my ideas redundant? Is it what you've always wanted? <img src="http://www.enworld.org/forum/images/smilies/nervous.png" class="smilie" loading="lazy" alt=":heh:" title="Nervous Laugh :heh:" data-shortname=":heh:" /> </p><p></p><p>All advice and criticism will be gratefully received, all flames will be negligently extinguished, and all trolls will be ignominously starved. Thanks for your opinions. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Imret, post: 2687040, member: 991"] Well, being in the throes of my world-building, I'm quickly daunted by how much work I'd have to do on the core classes to make them fit my vision, or alternately just how many I'd have to add to provide the variety I want. I could discuss the various alterations I'd have to make and why, but I think it'd just eat up space. So I'll simply put my idea out there and see what the GMF thinks on first glance. If it seems reasonable to people here I'll do some work on it and put it up for consideration in House Rules. Starting with the Generic Classes variant from Unearthed Arcana, I'd expand on the list of bonus feats and possibly give them more often (I like heroes that can really shine in their element, because I don't play nice :] ). Within this expanding would be feats to replicate and introduce the major class features of the 'iconic' core classes (barbarians, monks, etc) while not button-holing characters. For the spellcasters, I'd reduce the 'generic' class spell list by at -least- half and introduce Paths; a small class feature, a list of bonus spells known (1 per spell level, mostly those not on the core class spell list), and a drawback. Possibly major and minor paths; a major path defines -how- the character casts spells and is selected at 1st level only, whereas minor paths appear in the bonus feats list and subtly alter the character's spellcasting. Combined with the Styles rules from Oriental Adventures and PrC's, there's a phenomenal amount of specificity and variety available, while making the core classes truly [b][i]core[/i][/b][i][/i]. So...what do other GM's think? Too much of a change? Too complex? Do PrC's and multiclassing make some of my ideas redundant? Is it what you've always wanted? :heh: All advice and criticism will be gratefully received, all flames will be negligently extinguished, and all trolls will be ignominously starved. Thanks for your opinions. :) [/QUOTE]
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