StreamOfTheSky
Adventurer
Spatzimaus said:And look at it the other way: I have a character concept. None of the core non-caster classes match it exactly, but when I mix and match, I get something close to what I want. Ever play d20Modern? Six base classes, one tied to each stat. I've only rarely seen a person stick with one of the six; mixing is far more common. Why? Because they were never intended to be stand-alone definitions of a character. You can take the same mindset into D&D; mix the "feat class" (Fighter) with the "skill class" (Rogue), with a couple classes heavy on miscellaneous ability (Ranger, Barbarian), and depending on what proportions you use, you can mimic all sorts of character styles. Not everyone has to be lumped into one of a half-dozen standard archetypes.
I completely agree. I never just make a "fighter". I have my own vision of how he fights, and to achieve that, it may require levels in fighter/swashbuckler/blade bravo, or fighter/ranger/order of the bow initiate/arcane archer, or whatever else.
Spatzimaus said:Why do so many classes get a good class ability at levels 1-2? Fighters get two Feats (instead of the 1/2 levels they have the rest of the way), Barbarians get fast movement/rage/uncanny dodge, Rogues get Sneak Attack and Evasion... and Rangers are obvious. Remove these, or space them out. If Fighters lost the level 1 Feat, and Barbarian fast movement wasn't until level 3, and Rogue Sneak Attack started at level 3 (i.e., 1d6 less at each step), and Rangers' Track was later, would you still see the same problem?
Instead of just taking abilities away from the non-spellcasting classes (widely and rightly considered underpowered to spellcasters at higher levels), why not just give them more abilities at mid and higher levels to encourage players to play single class? The fighter especially could use help there.
Spatzimaus said:Why do melee classes get all their weapon and armor proficiencies at first level? If you're playing a Rogue or Bard, just take one level of a full-weapon class (Ranger, for instance) and suddenly your restriction is gone. Armor isn't so bad, since there are practical limitations to keep in mind; Barbarians won't wear heavy because of the movement penalty, Rangers need light for the pseudofeats, and so on.
UA had a better weapon class system; IMC, we use one based on that. Every weapon falls into one of eight or nine categories, with the "Martial Weapon Proficiency" applying to one category. Each non-caster class gains these as they go up, except that IMC we have the "Novice Weapon Proficiency" which acts as a MWP unless you've already gained it from another class. So, all non-caster classes get NWP at level 1, with some (Fighter) also getting an MWP or two early on. Multiclassing, then, doesn't get you many extra proficiencies.
By taking a level in ranger, you fall behind in the abilities of your bard or rogue class. Being behind a level in access to the next spell level hurts a lot, just ask a sorceror. And yes, the wepon groups system is a pretty good idea.
Spatzimaus said:Why does each class get max HP or 4x skill points if it's the first level taken? (That is, how many people take level 1 as a Rogue simply for the massive skill points?) One thing we tried in a campaign of mine was to remove this. All adult adventuring characters started at level 3 (l1 was children, l2 were teenagers/housewives/etc.), but you rolled for all three HP dice (no max die) and got the normal skill points for each level. So, compared to a normal level 1 character, you'd have more HP, fewer skills, more class abilties, better saves, but as a higher level your XP/treasure would work differently.
The reason for 4x skill points at first level is that at first level, your max ranks are...4! And every level after that, +1. If you take the x4 away you make it MUCH harder to keep all the player's important skills maxed, or at least close to max. And, skill rich as the rogue is, he doesn't get enough points to cover all the skills he needs and the party counts on him for (tumble, move silently, hide, spot, search, listen, bluff, use magic device, disable device, and open locks at the bare minimum). The best points per # of class skills class is probably monk. Oh, and as for the max HP at first level, without that, players could very easily die in one hit at first level.
Curiously though, what CR does the DM in that came count you as at third level? The characters sound a little underpowered to be facing CR 3 monsters.