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General Tabletop Discussion
*Dungeons & Dragons
Dealing with Unnecessary Classes
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<blockquote data-quote="Dethklok" data-source="post: 6139632" data-attributes="member: 6746469"><p>With D&D, it's tough to manage.</p><p></p><p>You <em>can</em> come up with systems for it, but what I've seen done is to start with a template that gives number of hit points, weapon and armor restrictions, and so on, and then adds different spell abilities - you can't build clerics effectively from a wizard template that way.</p><p></p><p>A more agreeable method might be to allow a character to choose also weapon kits, armor abilities, hp, and so on, in a way that truly builds the class. But these class-building methods often turn out awry as <a href="http://kuoi.com/~kamikaze/RPG/wrong_adnd.php#nanomunchkin" target="_blank">munchins figure out how to abuse the chinks in an otherwise reasonably well intentioned system</a>.</p><p></p><p>You can, of course, compromise by having a few different classes, and then allow modification from there; that way your base is large enough to prevent the need to do things like build thieves from a fighter template, but each class is still broad enough that it isn't difficult to properly balance the different options. So for you, this is my recommendation: Warrior, Wizard, Priest, Rogue, adjust to taste. </p><p></p><p>That stated, however, I believe that the best way to do this is to switch to a skill system completely. Classes can still quite easily exist in a skill system as a set of skills - in my personal system I have a classic warrior that is good at melee, archery, and wrestling, as well as alert for danger and disciplined for long gruelling marches and keeping watch during the night. But these skills can be learned singly by anyone. As long as each skill in the system has roughly equal breadth and usefulness, any imaginable class can be created, although (and this is really the best bit) there is no need for classes at all once a person learns the system. You just play the character you want. Unfortunately, D&D isn't a skill-based system, so this option isn't practical without picking up another rpg entirely.</p></blockquote><p></p>
[QUOTE="Dethklok, post: 6139632, member: 6746469"] With D&D, it's tough to manage. You [I]can[/I] come up with systems for it, but what I've seen done is to start with a template that gives number of hit points, weapon and armor restrictions, and so on, and then adds different spell abilities - you can't build clerics effectively from a wizard template that way. A more agreeable method might be to allow a character to choose also weapon kits, armor abilities, hp, and so on, in a way that truly builds the class. But these class-building methods often turn out awry as [url=http://kuoi.com/~kamikaze/RPG/wrong_adnd.php#nanomunchkin]munchins figure out how to abuse the chinks in an otherwise reasonably well intentioned system[/url]. You can, of course, compromise by having a few different classes, and then allow modification from there; that way your base is large enough to prevent the need to do things like build thieves from a fighter template, but each class is still broad enough that it isn't difficult to properly balance the different options. So for you, this is my recommendation: Warrior, Wizard, Priest, Rogue, adjust to taste. That stated, however, I believe that the best way to do this is to switch to a skill system completely. Classes can still quite easily exist in a skill system as a set of skills - in my personal system I have a classic warrior that is good at melee, archery, and wrestling, as well as alert for danger and disciplined for long gruelling marches and keeping watch during the night. But these skills can be learned singly by anyone. As long as each skill in the system has roughly equal breadth and usefulness, any imaginable class can be created, although (and this is really the best bit) there is no need for classes at all once a person learns the system. You just play the character you want. Unfortunately, D&D isn't a skill-based system, so this option isn't practical without picking up another rpg entirely. [/QUOTE]
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