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Class and Race Overhaul
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<blockquote data-quote="Brazeku" data-source="post: 3562108" data-attributes="member: 48916"><p>Okay folks, I want to do a complete class/race overhaul. In this case, I'd limit to 6 races, 5 classes.</p><p></p><p>RACES:</p><p></p><p>Each race would get a bonus feat (selected from 6 racial feats), and a +2 to a different stat. Races are as follows:</p><p></p><p>Social race: +2 charisma</p><p>Studious race: +2 intelligence</p><p>Wild race: +2 constitution</p><p>Religious race: +2 wisdom</p><p>Dextrous Race: +2 dexterity</p><p>Warrior Race: +2 strength</p><p></p><p>I'm not going to be following paradigms at all when making these races, they will all be different from the current standard fantasy batch.</p><p></p><p>Now, 5 classes. They'll all be loosely based around the pre-existing classes.</p><p></p><p>Fighters</p><p>Specialize in dealing damage, defenses, and group tactics</p><p></p><p>Strength Based: Melee Power</p><p>Dexterity Based: ranged power</p><p>Constitution Based: Physical defense</p><p>Intelligence based: Tactical Runes</p><p>Wisdom based: Spell Defense</p><p>Charisma based: Leadership effects which improve physical combat</p><p></p><p>Rogues</p><p>Specialize in subterfuge and info gathering</p><p></p><p>Strength Based: sneak attack</p><p>Dexterity Based: trap use</p><p>Constitution Based: luck-based immunities to effects</p><p>Intelligence based: illusion runes</p><p>Wisdom based: senses and scout abilities</p><p>Charisma based: trickery and quick words</p><p></p><p>Wizards</p><p>Specialize in Magic</p><p></p><p>Strength Based: damaging spells</p><p>Dexterity Based: transportation and creation</p><p>Constitution Based: abjurations</p><p>Intelligence based: divination runes</p><p>Wisdom based: necromancy</p><p>Charisma based: Summons and minion creation</p><p></p><p>Cleric</p><p></p><p>Strength Based: melee buffs and melee ability</p><p>Dexterity Based: ranged buffs and ranged ability</p><p>Constitution Based: healing</p><p>Intelligence based: divine runes</p><p>Wisdom based: damage reduction/energy resistance auras</p><p>Charisma based: leadership effects which improve magical combat</p><p></p><p>Druid</p><p></p><p>Strength based: poisons and debilitating effects</p><p>Dexterity Based: movement</p><p>Constitution Based: brewing of potions and poultices</p><p>Intelligence based: runes which provide bonuses versus creature types</p><p>Wisdom based: bonuses in certain environments</p><p>Charisma based: enchantment effects</p><p></p><p>The idea here is that each class has a list of feats as opposed to class features, and you can select one, probably every other level. (in addition to the regular bonus feats). At the same time, there would be racial feats, each of which supports use of a different type of feature. This is going to take some time, because the feat list would need an overhaul, although most of the useful ones would be intact. Most spells and effects would remain mechanically the same, but the spell lists would be rearranged and probably cut down overall.</p><p></p><p>Now, this is going to be a lot of work. What I'm wondering is: does it seem worthwhile? Would an overhaul based on this design philosophy be likely to produce good results? And finally, would anyone like to contribute?</p></blockquote><p></p>
[QUOTE="Brazeku, post: 3562108, member: 48916"] Okay folks, I want to do a complete class/race overhaul. In this case, I'd limit to 6 races, 5 classes. RACES: Each race would get a bonus feat (selected from 6 racial feats), and a +2 to a different stat. Races are as follows: Social race: +2 charisma Studious race: +2 intelligence Wild race: +2 constitution Religious race: +2 wisdom Dextrous Race: +2 dexterity Warrior Race: +2 strength I'm not going to be following paradigms at all when making these races, they will all be different from the current standard fantasy batch. Now, 5 classes. They'll all be loosely based around the pre-existing classes. Fighters Specialize in dealing damage, defenses, and group tactics Strength Based: Melee Power Dexterity Based: ranged power Constitution Based: Physical defense Intelligence based: Tactical Runes Wisdom based: Spell Defense Charisma based: Leadership effects which improve physical combat Rogues Specialize in subterfuge and info gathering Strength Based: sneak attack Dexterity Based: trap use Constitution Based: luck-based immunities to effects Intelligence based: illusion runes Wisdom based: senses and scout abilities Charisma based: trickery and quick words Wizards Specialize in Magic Strength Based: damaging spells Dexterity Based: transportation and creation Constitution Based: abjurations Intelligence based: divination runes Wisdom based: necromancy Charisma based: Summons and minion creation Cleric Strength Based: melee buffs and melee ability Dexterity Based: ranged buffs and ranged ability Constitution Based: healing Intelligence based: divine runes Wisdom based: damage reduction/energy resistance auras Charisma based: leadership effects which improve magical combat Druid Strength based: poisons and debilitating effects Dexterity Based: movement Constitution Based: brewing of potions and poultices Intelligence based: runes which provide bonuses versus creature types Wisdom based: bonuses in certain environments Charisma based: enchantment effects The idea here is that each class has a list of feats as opposed to class features, and you can select one, probably every other level. (in addition to the regular bonus feats). At the same time, there would be racial feats, each of which supports use of a different type of feature. This is going to take some time, because the feat list would need an overhaul, although most of the useful ones would be intact. Most spells and effects would remain mechanically the same, but the spell lists would be rearranged and probably cut down overall. Now, this is going to be a lot of work. What I'm wondering is: does it seem worthwhile? Would an overhaul based on this design philosophy be likely to produce good results? And finally, would anyone like to contribute? [/QUOTE]
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