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D&D Metagame - 148 classes, 608 prestige classes
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<blockquote data-quote="Zephyrus" data-source="post: 2352350" data-attributes="member: 8728"><p>I generally allow most any WotC book in my games. I say most cause their are some things I dont like or have house rules for. But who doesnts?</p><p></p><p>Consider for a moment however that many of those core classes are mostly minor varients or are racial substitution levels and completly optional or worse yet (And I'm still wondering why make a point of it) some are the basic class listed multiple times for different campaign settings or source books provides 'fluff' or feats I sappose for them. </p><p></p><p>Further it appears that the listing is including both 3.0 and 3.5 classes including revised classes that reappeared in later books. 148 Classes and 608 Prestige Classes is not an accurate represenation of the classes out their.</p><p></p><p>Their are some classes that I dont agree with, usually the requriements or certain abilities I dont agree with (Psychic Strike on the soul knife I think is a bit powerful, but thats perhaps because I've not been able to identify its true limitations or the limits I see are not sufficient) (Arcane Trickster I think should only need 2d6 of sneak attack. the class doesnt strike me as a class that requires a 8th level character just to qualify). </p><p></p><p>I think many of the classes are made well and work well. Many of the new core classes are written is such a way (like they intended) to make them worth while all the way to 20th level w/o Pclassing. Some of hte P-Classes I Think are weak, from a purely mechanical point of view, but from a theme point of view their quite reasonable and well done. However I feel even theme classes should be worth while even if they are not intended for players (or are intended for evil or villinous NPCs).</p><p></p><p>I've found ways to make particularly nasty potent characters including, to name a few:</p><p></p><p>Sun or Grey Elf Warmage w/ a 20 Int (because of +2 racial bonus Int). This combo makes for 3+Bonus Spells Caster Level 1 Magic Missile spells that deal 6-10pts of damage each. Infact the only problem I had with this class making it was trying to figure out what to do with all the skill points (I actully took Profession [Seige Engineer] as a way to help burn off skill points)</p><p></p><p>A 1st level Fighter w/ Education can take Knowledge [Arcane] and not actually take a Bard or Sorcerer till 5th level (reccommend 3rd level if Warmage to take 'battlecaster' feat) and then take Dragon Disciple. Since the revised Dragon Disciple is made to be more a fighter type now its even better, but this could work I think even with the old 3.0 version. Make the character nastier by having a good dexterity and taking combat reflexes with a reach weapon like a glaive. In the old 3.0 version of the Dragon Disciple where you actually grew a size catagory you could take 'Large and In Charge' for an even nastier combo. </p><p></p><p>thats just to name a couple. These are powerful combo's and some might say abusive. they are strong characters but it still takes time for the disciple to get into his prime and the Elven Warmage depending on how stats are generated may have next to nothing else or even negative stats to make up for the (base) 18 in Int. (infact in 32pt buy you'd have to take a hit in CON (and possible STR if Grey Elf) in order to do this cause of the need to have the minimum Charisma nessisary just to cast spells. STR 10 (or 8 if Grey Elf), DEX 10 (or 12 if Grey Elf), CON 8, INT 20, WIS 10, CHA 12. This character will a cloak of charisma just to be able to keep on top of the minimum charisma requirement to cast spells of 5th level or higher. Then take into account the need for this character rely heavily on touch attack spells or similar spells w/o saves (as they will surely be passed with such a low save DC). With a bearly above average dex ranged touch attacks will be harder too. </p><p></p><p>As far as design of new material goes. They've done a good job of keeping in mind metagamer's and provide fairly clearly define limits to power (however in some cases they've missed. the New Surge weapon enhancements in DMG ][ being an example of this. A creature with a very high Constitution has a massive advantage when it comes to the number of times this enhancement can be used).</p></blockquote><p></p>
[QUOTE="Zephyrus, post: 2352350, member: 8728"] I generally allow most any WotC book in my games. I say most cause their are some things I dont like or have house rules for. But who doesnts? Consider for a moment however that many of those core classes are mostly minor varients or are racial substitution levels and completly optional or worse yet (And I'm still wondering why make a point of it) some are the basic class listed multiple times for different campaign settings or source books provides 'fluff' or feats I sappose for them. Further it appears that the listing is including both 3.0 and 3.5 classes including revised classes that reappeared in later books. 148 Classes and 608 Prestige Classes is not an accurate represenation of the classes out their. Their are some classes that I dont agree with, usually the requriements or certain abilities I dont agree with (Psychic Strike on the soul knife I think is a bit powerful, but thats perhaps because I've not been able to identify its true limitations or the limits I see are not sufficient) (Arcane Trickster I think should only need 2d6 of sneak attack. the class doesnt strike me as a class that requires a 8th level character just to qualify). I think many of the classes are made well and work well. Many of the new core classes are written is such a way (like they intended) to make them worth while all the way to 20th level w/o Pclassing. Some of hte P-Classes I Think are weak, from a purely mechanical point of view, but from a theme point of view their quite reasonable and well done. However I feel even theme classes should be worth while even if they are not intended for players (or are intended for evil or villinous NPCs). I've found ways to make particularly nasty potent characters including, to name a few: Sun or Grey Elf Warmage w/ a 20 Int (because of +2 racial bonus Int). This combo makes for 3+Bonus Spells Caster Level 1 Magic Missile spells that deal 6-10pts of damage each. Infact the only problem I had with this class making it was trying to figure out what to do with all the skill points (I actully took Profession [Seige Engineer] as a way to help burn off skill points) A 1st level Fighter w/ Education can take Knowledge [Arcane] and not actually take a Bard or Sorcerer till 5th level (reccommend 3rd level if Warmage to take 'battlecaster' feat) and then take Dragon Disciple. Since the revised Dragon Disciple is made to be more a fighter type now its even better, but this could work I think even with the old 3.0 version. Make the character nastier by having a good dexterity and taking combat reflexes with a reach weapon like a glaive. In the old 3.0 version of the Dragon Disciple where you actually grew a size catagory you could take 'Large and In Charge' for an even nastier combo. thats just to name a couple. These are powerful combo's and some might say abusive. they are strong characters but it still takes time for the disciple to get into his prime and the Elven Warmage depending on how stats are generated may have next to nothing else or even negative stats to make up for the (base) 18 in Int. (infact in 32pt buy you'd have to take a hit in CON (and possible STR if Grey Elf) in order to do this cause of the need to have the minimum Charisma nessisary just to cast spells. STR 10 (or 8 if Grey Elf), DEX 10 (or 12 if Grey Elf), CON 8, INT 20, WIS 10, CHA 12. This character will a cloak of charisma just to be able to keep on top of the minimum charisma requirement to cast spells of 5th level or higher. Then take into account the need for this character rely heavily on touch attack spells or similar spells w/o saves (as they will surely be passed with such a low save DC). With a bearly above average dex ranged touch attacks will be harder too. As far as design of new material goes. They've done a good job of keeping in mind metagamer's and provide fairly clearly define limits to power (however in some cases they've missed. the New Surge weapon enhancements in DMG ][ being an example of this. A creature with a very high Constitution has a massive advantage when it comes to the number of times this enhancement can be used). [/QUOTE]
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