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d20 Modern: What Would you change part II
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<blockquote data-quote="Mokona" data-source="post: 3697720" data-attributes="member: 24891"><p>Yes, the Fast Hero base class was a glaring failure in <strong>D20 Modern</strong> as Gunslingers don't want to have worse BAB than Swordsmen (or apparently being strong makes you a better shot than being agile).</p><p></p><p>Mokona's rules of "good" class systems... <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f60e.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":cool:" title="Cool :cool:" data-smilie="6"data-shortname=":cool:" /></p><p></p><p>1. Base Attack Bonus</p><p></p><p>All warriors have a Fighter base attack bonus whether they're an armored tank or a hard hitting brute. At least two classes should have Fighter base attack bonus progression. Perhaps base attack bonus is less important in your 2.0 system but until I believe that I would want players desiring Fighter BAB to have more than one option.</p><p></p><p>2. Skills</p><p></p><p>Classes that sacrifice basic attack proficiency (such as Base Attack Bonus) for some other focus need their other focus to be relevant in encounters. Rogues (in <strong>Dungeons & Dragons</strong>) use Move Silently/Hide to gain surprise round attacks and Tumble to get in to flanking position for bonus Sneak Attack damage. Most genres include combat so all classes need something to do that doesn't require them to dedicate rare slots to narrow/weak combat abilities. Again, Rogues are able to dedicate only 1/8th of their class skills (or less if they have any Int bonus) to Tumble to buff their combat capacity.</p><p></p><p>3. Special Abilities</p><p></p><p>Classes should have minimal overlap in special abilities. <em><strong>Star Wars</strong> Saga Edition</em> does a great job of breaking up the Talents. This makes it easier to choose a class in the first place.</p><p></p><p>4. Multiclassing</p><p></p><p>Minimize the penalties for multiclassing and you greatly enable character concepts. Fractional BAB, &c are great steps in this direction.</p><p></p><p>5. Flavor</p><p></p><p>Choices players are required to make during character creation should be intuitive and grokkable (<a href="http://www.enworld.org/forums/showpost.php?p=3636334&postcount=80)" target="_blank">http://www.enworld.org/forums/showpost.php?p=3636334&postcount=80)</a>. It immediately makes sense that my physical and mental abilities are divided into six attributes. It's a little disconcerting to think that my class, which is basically an archetype or a career, is something generic and meaningless. Pushing all the flavor out of generic classes and in to professions or feat chains creates too much complexity for most players.</p></blockquote><p></p>
[QUOTE="Mokona, post: 3697720, member: 24891"] Yes, the Fast Hero base class was a glaring failure in [b]D20 Modern[/b] as Gunslingers don't want to have worse BAB than Swordsmen (or apparently being strong makes you a better shot than being agile). Mokona's rules of "good" class systems... :cool: 1. Base Attack Bonus All warriors have a Fighter base attack bonus whether they're an armored tank or a hard hitting brute. At least two classes should have Fighter base attack bonus progression. Perhaps base attack bonus is less important in your 2.0 system but until I believe that I would want players desiring Fighter BAB to have more than one option. 2. Skills Classes that sacrifice basic attack proficiency (such as Base Attack Bonus) for some other focus need their other focus to be relevant in encounters. Rogues (in [b]Dungeons & Dragons[/b]) use Move Silently/Hide to gain surprise round attacks and Tumble to get in to flanking position for bonus Sneak Attack damage. Most genres include combat so all classes need something to do that doesn't require them to dedicate rare slots to narrow/weak combat abilities. Again, Rogues are able to dedicate only 1/8th of their class skills (or less if they have any Int bonus) to Tumble to buff their combat capacity. 3. Special Abilities Classes should have minimal overlap in special abilities. [i][b]Star Wars[/b] Saga Edition[/i] does a great job of breaking up the Talents. This makes it easier to choose a class in the first place. 4. Multiclassing Minimize the penalties for multiclassing and you greatly enable character concepts. Fractional BAB, &c are great steps in this direction. 5. Flavor Choices players are required to make during character creation should be intuitive and grokkable ([url]http://www.enworld.org/forums/showpost.php?p=3636334&postcount=80)[/url]. It immediately makes sense that my physical and mental abilities are divided into six attributes. It's a little disconcerting to think that my class, which is basically an archetype or a career, is something generic and meaningless. Pushing all the flavor out of generic classes and in to professions or feat chains creates too much complexity for most players. [/QUOTE]
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