Deconstructing class abilities for purchase with XP

Joshua Dyal said:
Really? To me, as a DM (and in most cases with DM's I've played under) suggesting some swaps of class abilities is easier than suggesting some entirely new class out of some d20 book that I happen to own (and which he likely does not.)


Yeah, well, if it turns out I like it, I'll make him buy it too!
 

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Just looked this over a bit, looks nice, but what I'm looking for is the ability to take, say a fighter, and buy 3 first level spells, and maybe a bigger skill list and more skill points. This builds characters from the ground up, kinda like Kupri's class construction engine.
 

JRRNeiklot said:
Just looked this over a bit, looks nice, but what I'm looking for is the ability to take, say a fighter, and buy 3 first level spells, and maybe a bigger skill list and more skill points. This builds characters from the ground up, kinda like Kupri's class construction engine.
Can't you? It just costs more experience that way, right? Or do you want a tool that lets you build better than normal classes? ;)
 

JRRNeiklot said:
Just looked this over a bit, looks nice, but what I'm looking for is the ability to take, say a fighter, and buy 3 first level spells, and maybe a bigger skill list and more skill points. This builds characters from the ground up, kinda like Kupri's class construction engine.
Remember, you can just use the "Fighter Build" in Appendix A and then "Graft" 3 first level spells and some skills on to that. ;) The end result is simply that you wind up getting a "non-standard" XP chart for when your fighter "levels."

"Grafting" abilities is actually (IMO) one of the nicer features of the system; you can alternatively simply take a "standard" character, figure out the XP cost of the "extra" abilities, then run the character as normal, allowing the character to "level up" at Level * 1000 XP plus {Extra Abilities XP Cost} instead of at Level * 1000 XP. Think of it as a "fractional" ECL. ;) It's not that bad.

--The Sigil
 
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The Sigil said:
Remember, you can just use the "Fighter Build" in Appendix A and then "Graft" 3 first level spells and some skills on to that. ;) The end result is simply that you wind up getting a "non-standard" XP chart for when your fighter "levels."

"Grafting" abilities is actually (IMO) one of the nicer features of the system; you simply take a "standard" character, figure out the XP cost of the "extra" abilities, then run the character as normal, allowing the character to level at Level * 1000 XP plus {Extra Abilities XP Cost} instead of at Level * 1000 XP. It's not that bad. ;)

--The Sigil

Cool, as I dsaid, I've barely glanced at the document, just scanning, and stopping at what jumps out at me. Looks good so far.

Hmmm. So I'd end up with classes with different exp progression ala AD&D? I
 

JRRNeiklot said:
Cool, as I dsaid, I've barely glanced at the document, just scanning, and stopping at what jumps out at me. Looks good so far.

Hmmm. So I'd end up with classes with different exp progression ala AD&D? I
Only seems fair if you want a class that has the fighter's good features plus a better skill list/skill points and spells.
 

JRRNeiklot said:
Cool, as I dsaid, I've barely glanced at the document, just scanning, and stopping at what jumps out at me. Looks good so far.

Hmmm. So I'd end up with classes with different exp progression ala AD&D? I
Well, you can't just take a fighter and get more skills and spells for FREE, now. That would be *gasp* unbalanced! ;)

--The Sigil
 

The Sigil said:
Well, you can't just take a fighter and get more skills and spells for FREE, now. That would be *gasp* unbalanced! ;)

--The Sigil

Well, ideally, I'd take the fighter, can the bonus feats, add a few low level spells, maybe the rangers favored enemy and run with it, and a few more skill points/skills. And you misunderstood my AD&D reference. I wasn't knocking it. I LIKE the AD&D classes and progression and wish they had stayed the same in 3e.
 

JRRNeiklot said:
Well, ideally, I'd take the fighter, can the bonus feats, add a few low level spells, maybe the rangers favored enemy and run with it, and a few more skill points/skills. ...

Ah, heck, why stop there? Add the cleric's turning ability, a few bard song perks, rage and a familiar/animal-companion/mount. THAT would be a good starting point.

At second level, you can acquire the monk's slap-down benefits.
 

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