Another Core Class

In my own games, I've got 4 new base classes (although I do consider the XPH to be a Core Book, and the 4 psionic classes to be available).

Mystic (From DLCS, I've got a copy of the preview they put up for it, haven't shelled out the $40 yet for the actual book though). I really think that a spontaneous divine caster is a good thing, but I don't like the Favored Soul).

Noble (A cross between DMG Aristocrat, Wheel of Time Noble and Star Wars Revised Noble), I might use the DLCS version if I had it.

Master (A fantasy conversion of the Tech Specialist from SW: Revised, it's pretty much a PC version of expert, with lots of skill bonuses and the ability to make simple magic items like potions by just making craft checks (and spending time, XP and money), like a really good alchemist should be able to.

Peasant Hero (A fantasy conversion of the Fringer class from SW: Revised, a PC version of Peasant basically, a flexible jack-of-all-trades type who gets lots of class skills. I'm considering making this the Halfling favored class, especially for tolkien-style Hobbit-Halflings.)
 

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Trainz said:
Yeah, I'm like you in that aspect.

That said, a WotC stamp is no guarantee of balance (the Pelor PrC in Complete Divine...).

Well, I am also mostly like that, but if you make the class yourself looking at other WotC classes for guidelines as to power level than you are likely to end up with a balanced class.
 


It's hard for me to think of an empty niche for base classes, since there is already some overlapping among them.

I am much more fond of variants on base classes (e.g. from UA) rather then introducing new ones - although I am not totally against it, unless they are too specific - and I think that with them + multiclassing you can go anywhere.

Actually one of the reasons why players "need" new base classes (-> buy new books) is the multiclassing penalty which I have eliminated from my campaigns long ago.
 


Li Shenron said:
It's hard for me to think of an empty niche for base classes, since there is already some overlapping among them.

I am much more fond of variants on base classes (e.g. from UA) rather then introducing new ones - although I am not totally against it, unless they are too specific - and I think that with them + multiclassing you can go anywhere.

Actually one of the reasons why players "need" new base classes (-> buy new books) is the multiclassing penalty which I have eliminated from my campaigns long ago.

That's certainly a valid opinion. I also do not think that there is some kind of absolutely desperate need for new core or base classes, but I am wondering if all niches appropriate for core or base classes have been filled... So far several interesting niches that have not really been filled have been presented by various posters.
 

Sado said:
But AU uses a different magic system doesn't it? I'd like to see one that uses regular D&D magic. I may pick up Complete Warrior and tinker with the hexblade a bit.
It should be very easy to change the Mage Blade to the standard D&D spellcasting systems. He would approximately has the same spell level progression as a Bard, just a different spell list and probably a different spells known system (it is up to debate if a Mage Blade should cast spontaneously or have to prepare spells - the AU magic system does - in a way - both)
 

I don't know... seems to me that adapting a class from a different game system would be rather difficult - it would probably be easier to just create a new one.
 

Personally, I think there should be less base classes. I'm really digging the class system in Grim Tales. It's a very generic class system that doesn't pigeon-hole you into an actual class. One of my pet peeves with 3ed is having your character definied by a class or job. I don't like the idea that you are fighter then you become a rogue or whatever.

The Grim Tales is of course still d20 and level-based but it has the feel of a classless sytem in some regards. There are no multiclassing penalties and each class can be customized in and of itself. It really lets the player customize and build a character concept. What's even better is that two players with the same concept can build a completely different character.

I predict this is where 4ed will go. I don't think it will be a classless system but it will definitely be more generic.
 

I don't think there's a need for new base classes. I'm less likely to buy a book if it has new (not alternate) base classes in it.
 

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