I'm getting ready to start a fantasy game that is pretty much going to be low-magic D&D-esque, albeit with the d20 Modern rules system. (ie, spellcasting as it happens in D&D, hit points, all that good stuff) My players pretty much got tired of me coming up with the perfect system and then having to learn that perfect system, so I've gone back to core books...at least for now.
I'm looking at the Advanced Classes in the corebook, as well as the ones in Urban Arcana and the d20 Future SRD. How do these stack up in play? My thus-far-handwaved ruling is "Any advanced class you can qualify for, provided it's not technology-dependent, and you can substitute Archaic Weapon Proficiency for Personal Firearms Proficiency whever you see PFP."
So, how do things stack up? What classes should I allow, if I'm looking for a powerful but not game-breaking experience? What classes do almost the same thing but have one that is demonstrably better than the other, so I should pick one of those and go with it?
Here's what I've got so far, just for reference:
Corebooks:
Soldier: Sure. No problems there.
Martial Artist: I can have an order of monastic warriors or unarmed assassins, sure.
Gunslinger: If I change this to "Knife-thrower" or "Archer", that could be reasonable.
Infiltrator: While none of my players ever wanted to play this class, I can see it working as a spy/scout class.
Bodyguard: The king is going to have a few of these guys around.
Daredevil: I'd have to replace Drive with something else, but he looks like an athletic acrobat right now. I don't see him as terribly popular, but not broken.
Field Scientist: Probably have to veto this one.
Techie: Ditto.
Investigator: A king's inquisitor-type sounds fine.
Field Medic: Since I'll have magical healing, this guy is probably out.
Personality: Sure, if anyone wants it. Might make a good noble class.
Negotiator: Do-able. Doesn't break anything.
Corebooks with Magical ties
Shadow Slayer: Possibly too powerful, given what people will be fighting. Not sure if this class would work in a D&D-type world.
Occultist: This class isn't necessary in the world I've got.
Telepath: No.
Battle Mind: No.
Mage: Sounds do-able.
Acolyte: Sounds do-able.
Urban Arcana
Arcane Arranger: No clue.
Archaic Weaponmaster: Sure, but should I ditch the soldier, then?
Glamourist: Don't see why not, but I don't see my PCs clamoring for this one.
Mystic: Opinions on coolness of Acolyte versus Mystic? Can both exist in the same world, or is one clearly better?
Shadow Hunter: Definitely in. All kinds of fun.
Shadowjack: Definitely out.
Speed Demon: No.
Street Warrior: Don't see why not.
Swashbuckler: In, unless it breaks something I can't see.
Techno Mage: Not in this world.
Thrasher: Again, don't see why not.
Wildlord: Sounds good.
d20 Future
Ambassador: Looks decent, could work in any setting, it looks like.
Dogfighter: no.
Dreadnought: Remove the references to powered armor and this guy looks like a tank's dream.
Engineer: no.
Explorer: Doesn't seem gamebreaking right now, unless I'm missing something.
Field Officer: If I had this guy, I could maybe ditch the Soldier, since the swashbuckler and archaic weaponmaster fill the "hitting stuff" role and this guy fulfills the "command and buff" role. Seem reasonable?
Helix Warrior: Nothing seems worrisome here except the "Shake off bad conditions" thing, which looks like it might mess up nonlethal dazing effects. But I dunno. Anybody played one?
Space Monkey: No. Just because of the monkey references, even.
Swindler: Don't see why not.
Technosavant: no.
Tracer: Despite the name, this is a tracker/assassin class, and it looks fine to me.
Xenophile: I almost ignored this one because of the name, but as a "Favored Enemy" class, this one could be fine.
So, to sum up, here are the questions I've got:
Which Strong fighter-type classes are worth keeping in terms of being fun for players? (Or should I keep them all and let the players decide? Are the game-breaking combinations?)
Has anyone used d20 Future classes like Swindler or Ambassador in a fantasy game? There could be enough politics for the Ambassador, but is it useful?
Which magic classes are worth keeping?
I'm not bringing in d20 Past because I don't have it, and I don't have a ton of money right now to spend on getting it. I'm not bringing in Grim Tales for the same reason, as well as for the fact that while the magic system sounds great, I'm specifically doing it the way I'm doing it because my players are not interested in learning new rules. They know D&D. They know d20 Modern. That's really all they're willing to know -- and it's not a bad thing. We're all pretty busy.
Thanks!
I'm looking at the Advanced Classes in the corebook, as well as the ones in Urban Arcana and the d20 Future SRD. How do these stack up in play? My thus-far-handwaved ruling is "Any advanced class you can qualify for, provided it's not technology-dependent, and you can substitute Archaic Weapon Proficiency for Personal Firearms Proficiency whever you see PFP."
So, how do things stack up? What classes should I allow, if I'm looking for a powerful but not game-breaking experience? What classes do almost the same thing but have one that is demonstrably better than the other, so I should pick one of those and go with it?
Here's what I've got so far, just for reference:
Corebooks:
Soldier: Sure. No problems there.
Martial Artist: I can have an order of monastic warriors or unarmed assassins, sure.
Gunslinger: If I change this to "Knife-thrower" or "Archer", that could be reasonable.
Infiltrator: While none of my players ever wanted to play this class, I can see it working as a spy/scout class.
Bodyguard: The king is going to have a few of these guys around.
Daredevil: I'd have to replace Drive with something else, but he looks like an athletic acrobat right now. I don't see him as terribly popular, but not broken.
Field Scientist: Probably have to veto this one.
Techie: Ditto.
Investigator: A king's inquisitor-type sounds fine.
Field Medic: Since I'll have magical healing, this guy is probably out.
Personality: Sure, if anyone wants it. Might make a good noble class.
Negotiator: Do-able. Doesn't break anything.
Corebooks with Magical ties
Shadow Slayer: Possibly too powerful, given what people will be fighting. Not sure if this class would work in a D&D-type world.
Occultist: This class isn't necessary in the world I've got.
Telepath: No.
Battle Mind: No.
Mage: Sounds do-able.
Acolyte: Sounds do-able.
Urban Arcana
Arcane Arranger: No clue.
Archaic Weaponmaster: Sure, but should I ditch the soldier, then?
Glamourist: Don't see why not, but I don't see my PCs clamoring for this one.
Mystic: Opinions on coolness of Acolyte versus Mystic? Can both exist in the same world, or is one clearly better?
Shadow Hunter: Definitely in. All kinds of fun.
Shadowjack: Definitely out.
Speed Demon: No.
Street Warrior: Don't see why not.
Swashbuckler: In, unless it breaks something I can't see.
Techno Mage: Not in this world.
Thrasher: Again, don't see why not.
Wildlord: Sounds good.
d20 Future
Ambassador: Looks decent, could work in any setting, it looks like.
Dogfighter: no.
Dreadnought: Remove the references to powered armor and this guy looks like a tank's dream.
Engineer: no.
Explorer: Doesn't seem gamebreaking right now, unless I'm missing something.
Field Officer: If I had this guy, I could maybe ditch the Soldier, since the swashbuckler and archaic weaponmaster fill the "hitting stuff" role and this guy fulfills the "command and buff" role. Seem reasonable?
Helix Warrior: Nothing seems worrisome here except the "Shake off bad conditions" thing, which looks like it might mess up nonlethal dazing effects. But I dunno. Anybody played one?
Space Monkey: No. Just because of the monkey references, even.
Swindler: Don't see why not.
Technosavant: no.
Tracer: Despite the name, this is a tracker/assassin class, and it looks fine to me.
Xenophile: I almost ignored this one because of the name, but as a "Favored Enemy" class, this one could be fine.
So, to sum up, here are the questions I've got:
Which Strong fighter-type classes are worth keeping in terms of being fun for players? (Or should I keep them all and let the players decide? Are the game-breaking combinations?)
Has anyone used d20 Future classes like Swindler or Ambassador in a fantasy game? There could be enough politics for the Ambassador, but is it useful?
Which magic classes are worth keeping?
I'm not bringing in d20 Past because I don't have it, and I don't have a ton of money right now to spend on getting it. I'm not bringing in Grim Tales for the same reason, as well as for the fact that while the magic system sounds great, I'm specifically doing it the way I'm doing it because my players are not interested in learning new rules. They know D&D. They know d20 Modern. That's really all they're willing to know -- and it's not a bad thing. We're all pretty busy.
Thanks!