But... World of Darkness does have rules for playing a Leprechaun in a game of vampires. Its called Changeling: The Dreaming.Reynard said:snip...
It is like complaining that Vampire doesn't have rules for playing leprechauns.
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But... World of Darkness does have rules for playing a Leprechaun in a game of vampires. Its called Changeling: The Dreaming.Reynard said:snip...
It is like complaining that Vampire doesn't have rules for playing leprechauns.
snip...
All we are saying is, give peas a chance.Barak said:I don't like 'em. They're disgusting, and rumor has it they give you ebola.
JRRNeiklot said:Class concepts I can't make in 3e? A ranger.
JRRNeiklot said:Class concepts I can't make in 3e? A ranger.
Or would want to.Crothian said:I'm not sure that many D&D players could actually handle such a system.
Flexor the Mighty! said:Why do people who dislike classes play D&D?
If I had found this thread early I would have recommended to the OP "Buy the Numbers" (as Croth did in the 2nd post). As the thread has developed, it has wandered into the domain of my own ancient product "Character Customization". That book contained a system where you created a 20 level class up front rather than using the pay as you go style of BtN. Personally a Class Construction system would make sense in the DMG. It wouldn't be as flexible as a pure point buy system but it would play to D&D's strengths better. The idea being that the DM creates a set of variant/"all new" classes at campaign start so you have the consistency within that campaign of knowing what iconic role(s) each class provides.DarkKestral said:Honestly, I'm in favor of the idea, because it allows me, as THE GM, to design classes that fit well within settings I design. Class systems are great, because once made, a class serves as a kind of basic 'package' for Cool Stuffs the PCs/NPCs can do. That's handy, because that means I can stat monsters/NPCs more quickly.
However, a 'by the numbers' approach is good when designing campaigns and PC classes for them. I don't have to guess what percentage of a character's power is taken up by say, the monk unarmed damage progression, good saves, bonus feats, and suchlike. It's not something I would give to the characters, often, but I would like it for GM use, at least. Knowing the basic underpinning of class designs can tell me a lot about where balance is LIKELY to lay. Are players going to try to break the system? sure. But as a GM, especially one interested in maintaining relative balance with or better balance than the current ruleset, I am not likely to make 'broken' PCs intentionally, except as thought experiments, and those 'broken' PCs are generally designed to test rules cases which might come up in play or in response to an argument in which both sides have some degree of support.