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Balancing Classes in a homebrew world
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<blockquote data-quote="steeldragons" data-source="post: 5373736" data-attributes="member: 92511"><p>A recent thread got me thinking about TYPES of classes allowed for player options who would want to game...specifically, on my world of Orea. </p><p></p><p>The spread of magic-using versus NON-magic-using classes, I <em>hope</em>, allow people enough options to generate a type of character they like, without generating a sub- or "prestige" class for every possible facet of fluff imaginable. </p><p></p><p>The world design is for magic to be fairly common, and potentially quite powerful, but not a controlling force in all corners of the world. </p><p></p><p>I have restructured some of the existing classes (like taking spell-casting <em>away</em> from Rangers) and weeded out tons of (what seem to be) "common" special classes (from 3.x & 4e).</p><p></p><p>I think I have a pretty decent split but would be happy for some feedback/thoughts...areas I might be lacking...absolute FAVorite or "best" class that you can't play without (and why)...</p><p></p><p>I have (and continue to) debated adding certain others, like a defined "Swashbuckler" class or a Warlock option...but then the question becomes "Where do you draw the line?" or risk ending up with 2e's endless splat books or 3x's endless "flavor prestige" options.</p><p> </p><p> I think the more fun and imaginative option is to leave things simpler than more involved where class is concerned. Let the player create the flavor they want (within the context of the campaign world, of course). Have them take the skills/feats/proficiencies, create the backstory and conduct themselves in such a manner during play that MAKES, for example, their character- a "Fighter" on the character sheet- into the roguish "would-be Pirate Queen" the player envisions.</p><p> </p><p>(Please note, non-magic-based classes are still perfectly capable of using various types of magic items.)</p><p></p><p><strong>Non-Magic-using/-based Classes</strong></p><p>Fighter</p><p>Barbarian (a race of human tribes constitutes this class) </p><p>Ranger</p><p>Thief</p><p>Acrobat</p><p>Assassin</p><p><strong></strong></p><p><strong>Magic-using Classes</strong></p><p>Mage (i.e. "Wizard", including Specialists' schools, "Unique to Orea": Elementalists and a Battle-mage option)</p><p>Cleric (including a <em>few</em> "Unique to Orea" prestige classes and orders) </p><p>Druid (a single order throughout the continent)</p><p>Shaman</p><p>Bard</p><p> </p><p><strong>In-between Classes </strong>(with Powers/Spell-like Abilities, but not heavily dependent on spell-casting/magic-use as a class.</p><p>Paladin</p><p>Monk</p><p>Psionicist/Psion</p><p>Soraryn (Unique to Orea: essentially an order of Elf Psionic Paladins)</p><p></p><p>Would this seem to cover enough options for a set of D&D players?</p><p></p><p>Thanks in advance for any feedback.</p><p>--Steel Dragons</p></blockquote><p></p>
[QUOTE="steeldragons, post: 5373736, member: 92511"] A recent thread got me thinking about TYPES of classes allowed for player options who would want to game...specifically, on my world of Orea. The spread of magic-using versus NON-magic-using classes, I [I]hope[/I], allow people enough options to generate a type of character they like, without generating a sub- or "prestige" class for every possible facet of fluff imaginable. The world design is for magic to be fairly common, and potentially quite powerful, but not a controlling force in all corners of the world. I have restructured some of the existing classes (like taking spell-casting [I]away[/I] from Rangers) and weeded out tons of (what seem to be) "common" special classes (from 3.x & 4e). I think I have a pretty decent split but would be happy for some feedback/thoughts...areas I might be lacking...absolute FAVorite or "best" class that you can't play without (and why)... I have (and continue to) debated adding certain others, like a defined "Swashbuckler" class or a Warlock option...but then the question becomes "Where do you draw the line?" or risk ending up with 2e's endless splat books or 3x's endless "flavor prestige" options. I think the more fun and imaginative option is to leave things simpler than more involved where class is concerned. Let the player create the flavor they want (within the context of the campaign world, of course). Have them take the skills/feats/proficiencies, create the backstory and conduct themselves in such a manner during play that MAKES, for example, their character- a "Fighter" on the character sheet- into the roguish "would-be Pirate Queen" the player envisions. (Please note, non-magic-based classes are still perfectly capable of using various types of magic items.) [B]Non-Magic-using/-based Classes[/B] Fighter Barbarian (a race of human tribes constitutes this class) Ranger Thief Acrobat Assassin [B] Magic-using Classes[/B] Mage (i.e. "Wizard", including Specialists' schools, "Unique to Orea": Elementalists and a Battle-mage option) Cleric (including a [I]few[/I] "Unique to Orea" prestige classes and orders) Druid (a single order throughout the continent) Shaman Bard [B]In-between Classes [/B](with Powers/Spell-like Abilities, but not heavily dependent on spell-casting/magic-use as a class. Paladin Monk Psionicist/Psion Soraryn (Unique to Orea: essentially an order of Elf Psionic Paladins) Would this seem to cover enough options for a set of D&D players? Thanks in advance for any feedback. --Steel Dragons [/QUOTE]
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