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(D20 Modern/Shadow Chasers) The Fast Hero got the shaft!
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<blockquote data-quote="Pazu" data-source="post: 264525" data-attributes="member: 679"><p>I'm only being semi-facetious here, but since my GM pointed out that declaring a particular class "shafted" months ahead of the official release of the game might set some kind of record, I thought I'd toss this out for consideration. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>We finished a 3-session mini-campaign using the Shadow Chasers setting last night, and since my character got taken out fairly early in combat, I had a chance to look over the rules in more detail. Now, I freely admit that my memory isn't what it once was, so if I've misremembered or misquoted some facts in the following spiel, please feel free to correct me.</p><p></p><p>The following character classes are available in this setting: Strong Hero, Fast Hero, Smart Hero, Dedicated Hero, and Charismatic Hero, each keyed to a particular attribute (as you might guess). In theory, each class is supposed to have abilities which emphasize or take advantage of their key stat.</p><p></p><p>All of the classes have the same BAB progression (3/4 x level), thus, there's no distinction between the jock and the bookworm as far as basic combat ability.</p><p></p><p>All of the classes get 1d4+1 Vitality points (plus Con modifier).</p><p></p><p>As far as skill points go, the Strong Hero gets 2/level, the Charismatic and Dedicated get 4, and the Smart Hero gets 8. Oddly enough, the Fast Hero also only gets 2.</p><p></p><p>Each class has a basic Defense stat, which is added to 10 (plus Dex modifier) to derive the total AC (or whatever it's called in this setting). The Smart Hero starts with a Defense of 1, the Charismatic and Dedicated start with 2, and the Strong starts with 3. Bizarrely, the Fast Hero also starts with 1!</p><p></p><p>The saving throw progression is a little odd, and I don't remember it clearly due to the use of an "intermediate" progression (starting at +1 at 1st level). Most classes get either two +1 saves at first level or, occasionally, a +1 and a +2. The Fast Hero gets a +2 Ref only.</p><p></p><p>Class features are a mixed bag. The first level Strong Hero gets a bonus feat (fighter-type), the Charismatic Hero gets a Favor, and the Smart Hero gets a free Skill Focus (or Skill Emphasis; I don't remember). I don't recall what the Dedicated Hero gets. The Fast Hero gets Luck (reroll one die roll once per day; must take result of second roll, even if it's worse).</p><p></p><p>This leads, in my opinion, to a "1st edition AD&D 1st-level magic-user" feel to the Fast Hero, who can only use his class feature once a day, and is faced with the choice of using it early (not knowing if he'll need it worse later) or saving it (and potentially wasting a use if opportunity doesn't present itself). Even if it's used, it's not guaranteed to make a difference anyway, and once it's used, the character has nothing to fall back on--he's got the fewest skill points, the lowest saves, the lowest defense, and a BAB no better than anyone else's.</p><p></p><p>Now, since we didn't get past first level, it might be that later class features make up for the pitiful beginnings (the Fast Hero does get Uncanny Dodge and Evasion as they advance), but it seems to me that this class was designed more for other characters to multi into in order to reap some benefits, but not one to take starting at 1st level.</p><p></p><p>My quick fix: Increase Defense to 3 (after all, the class description describes this character as a physical type and a defensive fighter) and/or increase skill points to 4 per level.</p><p></p><p>Comments, anyone?</p><p></p><p>--Pazu</p></blockquote><p></p>
[QUOTE="Pazu, post: 264525, member: 679"] I'm only being semi-facetious here, but since my GM pointed out that declaring a particular class "shafted" months ahead of the official release of the game might set some kind of record, I thought I'd toss this out for consideration. :) We finished a 3-session mini-campaign using the Shadow Chasers setting last night, and since my character got taken out fairly early in combat, I had a chance to look over the rules in more detail. Now, I freely admit that my memory isn't what it once was, so if I've misremembered or misquoted some facts in the following spiel, please feel free to correct me. The following character classes are available in this setting: Strong Hero, Fast Hero, Smart Hero, Dedicated Hero, and Charismatic Hero, each keyed to a particular attribute (as you might guess). In theory, each class is supposed to have abilities which emphasize or take advantage of their key stat. All of the classes have the same BAB progression (3/4 x level), thus, there's no distinction between the jock and the bookworm as far as basic combat ability. All of the classes get 1d4+1 Vitality points (plus Con modifier). As far as skill points go, the Strong Hero gets 2/level, the Charismatic and Dedicated get 4, and the Smart Hero gets 8. Oddly enough, the Fast Hero also only gets 2. Each class has a basic Defense stat, which is added to 10 (plus Dex modifier) to derive the total AC (or whatever it's called in this setting). The Smart Hero starts with a Defense of 1, the Charismatic and Dedicated start with 2, and the Strong starts with 3. Bizarrely, the Fast Hero also starts with 1! The saving throw progression is a little odd, and I don't remember it clearly due to the use of an "intermediate" progression (starting at +1 at 1st level). Most classes get either two +1 saves at first level or, occasionally, a +1 and a +2. The Fast Hero gets a +2 Ref only. Class features are a mixed bag. The first level Strong Hero gets a bonus feat (fighter-type), the Charismatic Hero gets a Favor, and the Smart Hero gets a free Skill Focus (or Skill Emphasis; I don't remember). I don't recall what the Dedicated Hero gets. The Fast Hero gets Luck (reroll one die roll once per day; must take result of second roll, even if it's worse). This leads, in my opinion, to a "1st edition AD&D 1st-level magic-user" feel to the Fast Hero, who can only use his class feature once a day, and is faced with the choice of using it early (not knowing if he'll need it worse later) or saving it (and potentially wasting a use if opportunity doesn't present itself). Even if it's used, it's not guaranteed to make a difference anyway, and once it's used, the character has nothing to fall back on--he's got the fewest skill points, the lowest saves, the lowest defense, and a BAB no better than anyone else's. Now, since we didn't get past first level, it might be that later class features make up for the pitiful beginnings (the Fast Hero does get Uncanny Dodge and Evasion as they advance), but it seems to me that this class was designed more for other characters to multi into in order to reap some benefits, but not one to take starting at 1st level. My quick fix: Increase Defense to 3 (after all, the class description describes this character as a physical type and a defensive fighter) and/or increase skill points to 4 per level. Comments, anyone? --Pazu [/QUOTE]
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