An End to the Classes System?


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DungeonmasterCal said:
What about adding feats and abilities from other WotC splatbooks? Is there a method to gauge how much they would cost to buy?

Basically the cost for feats depends on the requirements. For new class abilities price is based on the earliest level the ability can be gained. With those two formulas it means that any new suppliment can be used in the Buy the Numbers system. It is one of the reasons I speak so favoriably of it.
 

GlassJaw said:
Again, I refer to Grim Tales: 6 generic classes, no multiclass restrictions, no prestige classes, unlimited possibilities all in a single book.
Clearly, I have to check out Grim Tales. That sounds extremely interesting.
 

GreatLemur said:
Clearly, I have to check out Grim Tales. That sounds extremely interesting.

You do, and it is. If you have trouble finding it, try contacting Wulf through the Badaxe website. He'll help you out.
 

Ghendar said:
class and level are two big sacred cows for me that I hope never go away.

I have no problem with classes. I have no problem with levels.

What I do have a problem with is restricting classes. Generic class >> restrictive class.

What if I want a rogue with no sneak attack? A bard without spellcasting? A wizard without a familiar? An unarmed fighter that isn't a monk?

Core D&D makes those things somewhat difficult to pull off. A system like Grim Tales makes them a piece of cake to create and makes them effective at what they do.
 


GlassJaw said:
What if I want a rogue with no sneak attack? A bard without spellcasting? A wizard without a familiar? An unarmed fighter that isn't a monk?
Exactly. Exactly. Exactly. The variant class feature stuff WotC has been doing is nice, but it ain't nearly enough.
 

GlassJaw said:
What if I want a rogue with no sneak attack? A bard without spellcasting? A wizard without a familiar? An unarmed fighter that isn't a monk?

Core D&D makes those things somewhat difficult to pull off. A system like Grim Tales makes them a piece of cake to create and makes them effective at what they do.

True20 does all this - you build a rogue however you want. Or rather, your players create the character THEY want. At 1st level, each character has four feats they can choose. Every level after that, they get another feat. If you want to have a sword wielding character that casts fireballs, take a first level Adept and spend one feat on "Weapon Training" feat which covers martial weapons. His BAB won't be as high as a Warrior, but there isn't a "class restriction" like in 3.5.

All that Adept, Expert, and Warrior provide is a defined table for Saving Throws and BAB. Obviously an Adept will have high Will save and low BAB compared to a Warrior. The other bonus is all the D20 books you already own can easily be used with the True20 system.

Here's a link to the quick start rules. http://true20.com/files/True20_quickstart.pdf
 

A question about Buy the Numbers, if I may.

Does it allow for characters who level up in classes normally, but would like to buy some extra skill points or an additional class feature?
 

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