Class concepts that you just can't work out neatly in DnD

Driddle

First Post
Ever want to play a character who studies magic and has a natural empathy for animals ... but doesn't want all the nature-lovin' baggage of a druid or ranger class? How about a paladin of a chaotic gawd?

Yeah, all sorts of character class concepts can be jury-rigged via multiclassing and/or special DM-approved feats and home-ruled ability swaps. Heck, if your brain just needs the rule published to make it feel "official," there are dozens of books you could buy to put together all the necessary parts -- very much like Frankenstein's monster, a little bit here, a little bit from over there.

But wouldn't it be nice to have that class-designing flexibility incorporated in the rules from the git-go? To be able to pick from a menu of class abilities that best define what you envision for the career, and put a title on it yourself -- for example, the knowledge and social skills suite, plus bardic lore and maybe a few diviner spell-like abilities, without bardic music, and call it a "Rumormonger" class all the way from 1st to 20th level?

I don't know why we don't already have a "fourth edition" that deconstructs the classes so we can put together what we want without the fuss.

((The first person who answers along the lines of, "So WotC can make more money via convoluted class product lines," gets a 10d6 fireball in his pants.))
 

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Buy the Numbers, it is a PDF that does exactly what you want. So, it is not as if this is impossible with the current game.
 




But wouldn't it be nice to have that class-designing flexibility incorporated in the rules from the git-go?

Not really. The classes vastly streamline character creation, come with some built in balance intentions, and help easily divvy up various tasks. If I wanted a freeform system, I would reach over to my bookshelf and pick up D6, Hero System, or GURPS.

Really, I think the existing classes cover a LOT of ground. I'm not sure Rumormonger is a strong core concept, and if I were taking on a red dragon, I think I would be slightly peeved at a player who didn't even have some kind of buffing ability.
 

pawsplay said:
Really, I think the existing classes cover a LOT of ground. I'm not sure Rumormonger is a strong core concept, and if I were taking on a red dragon, I think I would be slightly peeved at a player who didn't even have some kind of buffing ability.

Then it's a darn good thing we don't play at the same table then, eh? Because when *I* play a character roleplaying game, I want to play the character *I* want to play, not worry about whether the concept might tick off another player because it's not what he expects.

Obviously, the basic rules work for you. As I said (or implied), I think they're unnecessarily limiting.
 

Crothian said:
I'm not sure that many D&D players could actually handle such a system.

Or many D&D players played/still play game systems that used a similar system before and don't really like it, and so aren't interested in seeing D&D go that way.. Kinda like me.

Just because you don't like something doesn't mean you "can't handle it". I can "handle" peas just fine, but you still won't catch me eating any.
 

Barak said:
Just because you don't like something doesn't mean you "can't handle it". I can "handle" peas just fine, but you still won't catch me eating any.

I'm not sure where you got the idea that handle = likes. My statement had nothing to do with what people would or would not like.
 

I just bought the product, C.
Quick glance, haven't read it fully yet. Interesting break down and reconstruction. Reminds me (vaguely) of BESM d20. Cool stuff.
Thanks for the pointer.

And, yes, like it or not, there are many gamers who simply couldn't handle such a system for any number of reasons. You didn't point a finger at anyone in particular, and there's really no justification for anyone to get defensive about your comment.
 

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