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<blockquote data-quote="bento" data-source="post: 3047770" data-attributes="member: 36597"><p>I'm using the three classes, but not from the UA book. Instead my group is using True20, which uses the three core classes (adept, expert & warrior). </p><p></p><p>I like it (and my players are beginning to appreciate) because there isn't the strict class feats ladder when you advance in level. One of the things that I always thought was strange was how the rules dictated that once a player reaches x level they suddenly gain y feat. Does every monk go to the same school and learn the same feats in the same level progression? </p><p></p><p>In this system, if the player reaches a new level, and gains a new feat, they can select one that makes the most sense to them at that point. There are, of course, some feats that have prerequisites, but for the most part, more control over character development is placed in the hands of the player rather than the RAW.</p><p></p><p>For the adept in True20, there is no division between divine and arcane, just a long list of potential supernatural powers. Your role as GM is to specify the powers to be used in the adventure (or leave it open if you wish).</p><p></p><p>I suggest you check out True20 if you like this more generic, build from the bottom-up type of character creation.</p></blockquote><p></p>
[QUOTE="bento, post: 3047770, member: 36597"] I'm using the three classes, but not from the UA book. Instead my group is using True20, which uses the three core classes (adept, expert & warrior). I like it (and my players are beginning to appreciate) because there isn't the strict class feats ladder when you advance in level. One of the things that I always thought was strange was how the rules dictated that once a player reaches x level they suddenly gain y feat. Does every monk go to the same school and learn the same feats in the same level progression? In this system, if the player reaches a new level, and gains a new feat, they can select one that makes the most sense to them at that point. There are, of course, some feats that have prerequisites, but for the most part, more control over character development is placed in the hands of the player rather than the RAW. For the adept in True20, there is no division between divine and arcane, just a long list of potential supernatural powers. Your role as GM is to specify the powers to be used in the adventure (or leave it open if you wish). I suggest you check out True20 if you like this more generic, build from the bottom-up type of character creation. [/QUOTE]
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