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Class concepts that you just can't work out neatly in DnD
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<blockquote data-quote="Agent Oracle" data-source="post: 3112158" data-attributes="member: 40076"><p>Thank you! I try.</p><p></p><p>Well, I guess I did drift quite a bit from my original intention. Oh hell, I made a left-hand turn and never looked back. But, let me try to make it up to you... Here comes the counterpoints:</p><p></p><p>3.x D&D is not perfect. It's a game I enjoy, but frequently, I find myself looking to third party sources for classes which cover concepts not already addressed by the game system. For example, The leveling system can be a touch confining at times... even though like skills are grouped, and there's allways the ability to take cross-class skills, it's aggrivating that many of the class-specific special abilities are completely exclusive. For example, you can't get a pure spellcaster with a favored enemy bonus, and the only class to get flurry of blows is the monk (as far as i know, i'd really like to see more done with that monk class feature). Likewise, you don't see stealth-based class with wild shape (that would be an entertaining one. Imagine a NPC on guard duity: "hey what's that sound? oh, it's just a dog. Good pupp-aiee! It bit me in a sneaky manner! Oh the initial natural attack was degrading, but the extra d6's really rub it in...")</p><p></p><p>Now, i understand there's not a lot of archtypes for these oddball hero types to draw from (damn it, now I'm planning a rogue / druid character as an NPC...) but many ineffective sounding concept could prove valid, and interesting in standard play.</p><p></p><p>So, where do we stand with this? There are TONS of rules systems with "point buy" game mechanics which are better suited to taking a variety of abilities and duct-taping them together. Gurps, and several other point-buy systems have already been mentioned, along with "buy the numbers" which sounds like a good read. But i don't think that some players want to learn a new game system just to play their perfect concept character. As a result, they simply won't be satisfied until WotC releases an updated version of the player's option from 2nd edition.</p><p></p><p>Now, here's the problem: I've never seen the Player's Option book. Let alone heard of it before this year. This is coming from a guy who'se only been playing for about 12 years, so i'm hardly an authority on the canonical history of D&D. But I'd love to see some more information on the players option guide. It's mentioned in passing on several sites (many of them forums expressing the same grief expressed here) but it's never really explained. Perhaps someone here can do that? Explain how class special abilities could be purchased on a level-to-level system in a fast and effective manner which would stay balanced within the confines of D&D's leveling system.</p><p></p><p>(wildshape + sneak attack... Bad kitty!)</p></blockquote><p></p>
[QUOTE="Agent Oracle, post: 3112158, member: 40076"] Thank you! I try. Well, I guess I did drift quite a bit from my original intention. Oh hell, I made a left-hand turn and never looked back. But, let me try to make it up to you... Here comes the counterpoints: 3.x D&D is not perfect. It's a game I enjoy, but frequently, I find myself looking to third party sources for classes which cover concepts not already addressed by the game system. For example, The leveling system can be a touch confining at times... even though like skills are grouped, and there's allways the ability to take cross-class skills, it's aggrivating that many of the class-specific special abilities are completely exclusive. For example, you can't get a pure spellcaster with a favored enemy bonus, and the only class to get flurry of blows is the monk (as far as i know, i'd really like to see more done with that monk class feature). Likewise, you don't see stealth-based class with wild shape (that would be an entertaining one. Imagine a NPC on guard duity: "hey what's that sound? oh, it's just a dog. Good pupp-aiee! It bit me in a sneaky manner! Oh the initial natural attack was degrading, but the extra d6's really rub it in...") Now, i understand there's not a lot of archtypes for these oddball hero types to draw from (damn it, now I'm planning a rogue / druid character as an NPC...) but many ineffective sounding concept could prove valid, and interesting in standard play. So, where do we stand with this? There are TONS of rules systems with "point buy" game mechanics which are better suited to taking a variety of abilities and duct-taping them together. Gurps, and several other point-buy systems have already been mentioned, along with "buy the numbers" which sounds like a good read. But i don't think that some players want to learn a new game system just to play their perfect concept character. As a result, they simply won't be satisfied until WotC releases an updated version of the player's option from 2nd edition. Now, here's the problem: I've never seen the Player's Option book. Let alone heard of it before this year. This is coming from a guy who'se only been playing for about 12 years, so i'm hardly an authority on the canonical history of D&D. But I'd love to see some more information on the players option guide. It's mentioned in passing on several sites (many of them forums expressing the same grief expressed here) but it's never really explained. Perhaps someone here can do that? Explain how class special abilities could be purchased on a level-to-level system in a fast and effective manner which would stay balanced within the confines of D&D's leveling system. (wildshape + sneak attack... Bad kitty!) [/QUOTE]
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