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D&D Has NO CLASS!!
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<blockquote data-quote="the_bruiser" data-source="post: 3960627" data-attributes="member: 6126"><p><strong>Classless D&D</strong></p><p></p><p>I've been playing around with something similar. In my mind, there are two main routes of approach:</p><p></p><p>1) Classless D&D where you have an open toolkit and effectively every character designs his own class. In this approach, there is a difference between what you can buy at first level vs. subsequent levels, such as HD progressions, spell progressions, etc. </p><p>2) Completely a la carte, where you can buy whatever, whenever. </p><p></p><p>Your approach seems to be of the first type - i.e., pick your spell progressions, attributes and HD at first level, then other stuff as you go. I don't really think of this as classless; I think of this as a way to creating custom classes, if you will. This dichotomy makes some things easier and more 'realistic,' as someone can't decide at 5th level to boost their dex from 10 to 18, but I prefer the second method myself. Also, the first method requires certain mechanics that I personally find clunky, such as capping purchases to 1/2 level, such as sneak attack. </p><p></p><p>I've heard Eclipse mentioned a couple of times - anybody have a link? I googled and just got some kind of software engine.</p><p></p><p>I've taken a stab at the second approach in a separate thread. Don't want to hijack this one, so won't expand. Re: your 50 page comment, I have actually boiled mine down to a simple five pages of charts that, once you understand how they work, completely encompass options. It's not apples-to-apples, though, since mine assumes a heavily customized G&G combat system.</p></blockquote><p></p>
[QUOTE="the_bruiser, post: 3960627, member: 6126"] [b]Classless D&D[/b] I've been playing around with something similar. In my mind, there are two main routes of approach: 1) Classless D&D where you have an open toolkit and effectively every character designs his own class. In this approach, there is a difference between what you can buy at first level vs. subsequent levels, such as HD progressions, spell progressions, etc. 2) Completely a la carte, where you can buy whatever, whenever. Your approach seems to be of the first type - i.e., pick your spell progressions, attributes and HD at first level, then other stuff as you go. I don't really think of this as classless; I think of this as a way to creating custom classes, if you will. This dichotomy makes some things easier and more 'realistic,' as someone can't decide at 5th level to boost their dex from 10 to 18, but I prefer the second method myself. Also, the first method requires certain mechanics that I personally find clunky, such as capping purchases to 1/2 level, such as sneak attack. I've heard Eclipse mentioned a couple of times - anybody have a link? I googled and just got some kind of software engine. I've taken a stab at the second approach in a separate thread. Don't want to hijack this one, so won't expand. Re: your 50 page comment, I have actually boiled mine down to a simple five pages of charts that, once you understand how they work, completely encompass options. It's not apples-to-apples, though, since mine assumes a heavily customized G&G combat system. [/QUOTE]
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