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<blockquote data-quote="Drawmack" data-source="post: 481113" data-attributes="member: 4981"><p><span style="color: white"></span></p><p><span style="color: white">I agree on the reality check and the fact that the engine can be manipulated. Let's face it the core classes can be manipulated and opening that up even more opens up the manipulation even more. That is why if the players are designing their own classes the DM must retain veto ability on classes. I use the engine in two ways:</span></p><p><span style="color: white">1) When I am creating my homebrew classes it gives me a good idea of the power level and balance of a new class before I play test it. This way the new classes need less, but usually still some, tweaking through play.</span></p><p><span style="color: white">2) If a character says I like the rogue but I'm thinking of something slightly different I'll allow them to use the engine to tweak the class. For example I have a player in my group right now who wanted to be a rogue that is just a bit more martial. So we used the engine to give them less skill points and less class skills with a higher HD and martial weapon proficiency.</span></p><p><span style="color: white"></span></p><p><span style="color: white">As with any supliment it must be kept in it's place but it is still a very useful tool.</span></p><p><span style="color: white"></span></p><p><span style="color: white">BTW: I am one of the few who disagree about the ''weakness'' of the Bard. The Bard is a very subtle, but very powerful class.</span></p><p><span style="color: white"></span></p></blockquote><p></p>
[QUOTE="Drawmack, post: 481113, member: 4981"] [color=white] I agree on the reality check and the fact that the engine can be manipulated. Let's face it the core classes can be manipulated and opening that up even more opens up the manipulation even more. That is why if the players are designing their own classes the DM must retain veto ability on classes. I use the engine in two ways: 1) When I am creating my homebrew classes it gives me a good idea of the power level and balance of a new class before I play test it. This way the new classes need less, but usually still some, tweaking through play. 2) If a character says I like the rogue but I'm thinking of something slightly different I'll allow them to use the engine to tweak the class. For example I have a player in my group right now who wanted to be a rogue that is just a bit more martial. So we used the engine to give them less skill points and less class skills with a higher HD and martial weapon proficiency. As with any supliment it must be kept in it's place but it is still a very useful tool. BTW: I am one of the few who disagree about the ''weakness'' of the Bard. The Bard is a very subtle, but very powerful class. [/color] [/QUOTE]
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