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d20 Modern: What Would you change part II
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<blockquote data-quote="Baduin" data-source="post: 3741958" data-attributes="member: 45562"><p>If you need multiclassing to get an archetype, your classes are badly constructed. Classes should be archetypes by themselves. If you wish people to construct archetypes, use a point-buy system.</p><p></p><p>Also, if the hero of Die Hard shot through himself, he wasn't bulletproof. I haven't seen that </p><p>one, so I will say only that everyone can shoot through his own body. The question is what he could do after that.</p><p></p><p>Additionately - thinking that Strong Hero is strong, Smart Hero intelligent etc is a mistake. Strength and Intelligence are described by abilities, not class. Class describes mostly training. There is no need to imagine the Tough Hero more or less intelligent than any other class. He certainly doesn't need intelligence to the same degree as the Smart hero - but the class itself don't have to assume low intelligence and lesser skills.</p><p></p><p>Also, I think a generalist would prove to be quite useful in the game - as long as he doesn't have to sing. A class build on blocking bullets with his own body makes no sense. A class with ability to heal quicker and to keep going longer does.</p><p></p><p>My suggestion for changes: The Resilience ability is right, but "once per encounter" will not do. You can say eg: "To use Resilience again you need 5 minutes of rest" or something similar. </p><p></p><p>Will save should be higher - High or at least Medium. Hit points should be the same as for the Strong Hero. Class skills: only Athletics (Str), Firearms (Dex), Outdoorsman (Wis), Read/Write Language (None), Speak Language (None), Streetwise (Wis), Unarmed (Str) and Weapons (Str). Skill points per level - about 8 (about the same as smart hero). </p><p></p><p>Special: when taking levels in that class you treat any skill below half character (not class) level as a class skill. That way he will know a lot of things, but not as well as the Smart Hero.</p><p></p><p>Class feats: Get rid of damage reduction and energy resistance. Fast healing and damage reduction working only against non-lethal damage would be OK.</p></blockquote><p></p>
[QUOTE="Baduin, post: 3741958, member: 45562"] If you need multiclassing to get an archetype, your classes are badly constructed. Classes should be archetypes by themselves. If you wish people to construct archetypes, use a point-buy system. Also, if the hero of Die Hard shot through himself, he wasn't bulletproof. I haven't seen that one, so I will say only that everyone can shoot through his own body. The question is what he could do after that. Additionately - thinking that Strong Hero is strong, Smart Hero intelligent etc is a mistake. Strength and Intelligence are described by abilities, not class. Class describes mostly training. There is no need to imagine the Tough Hero more or less intelligent than any other class. He certainly doesn't need intelligence to the same degree as the Smart hero - but the class itself don't have to assume low intelligence and lesser skills. Also, I think a generalist would prove to be quite useful in the game - as long as he doesn't have to sing. A class build on blocking bullets with his own body makes no sense. A class with ability to heal quicker and to keep going longer does. My suggestion for changes: The Resilience ability is right, but "once per encounter" will not do. You can say eg: "To use Resilience again you need 5 minutes of rest" or something similar. Will save should be higher - High or at least Medium. Hit points should be the same as for the Strong Hero. Class skills: only Athletics (Str), Firearms (Dex), Outdoorsman (Wis), Read/Write Language (None), Speak Language (None), Streetwise (Wis), Unarmed (Str) and Weapons (Str). Skill points per level - about 8 (about the same as smart hero). Special: when taking levels in that class you treat any skill below half character (not class) level as a class skill. That way he will know a lot of things, but not as well as the Smart Hero. Class feats: Get rid of damage reduction and energy resistance. Fast healing and damage reduction working only against non-lethal damage would be OK. [/QUOTE]
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