Do you modify classes?

Do you modify classes?

  • Yes I do

    Votes: 151 76.6%
  • No I do not

    Votes: 44 22.3%
  • I didn't even know one could do this

    Votes: 2 1.0%

Crothian

First Post
It seems ever now and I again I hear how limiting classes are. Like a Wizard that wants to open locks has to take a whole level of rogue and someone this level destroys the character in question. On pg 174 in the DMG it discusses modifying character classes. So, in my example we switch out or just give the wizard open locks as a class skill. That is an easy fix and the section is about altering everything.

So, do people alter the classes?
 

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HELL YEAH.

I have a modified spellthief (now with 25% less suck!), I'mn working on a few minor bard fixes (add a few more spells known to the table, and I'd like to rework bardic songs to be more like dragon shaman auras), and I heavily use those modifications described in PHB 2 (Especially for the Druid, Paladin, and Fighter). I also have that rule that Piratecat was talking about regarding Clerics: you have to "sub in" spells from other sources onto your PHB list, so that all clerics know the same number of spells; they just know different groups of spells, is all.
 

In two campaigns yes, heavily. In another that I took over no.

In my wildwood game I did lots of class modification and options for PCs.
 

Crothian said:
It seems ever now and I again I hear how limiting classes are. Like a Wizard that wants to open locks has to take a whole level of rogue and someone this level destroys the character in question. On pg 174 in the DMG it discusses modifying character classes. So, in my example we switch out or just give the wizard open locks as a class skill. That is an easy fix and the section is about altering everything.

So, do people alter the classes?
Yes indeed. That and the Customising one's character section in ther PHB under customiing your character.

Like a thieve's guild enforcer [Fighter] only getting rogue armor and weapon proficencies in exchange for 4 skill points a level and some thief skills.

I think most times those who want more classes just don't want to give anything up.
 

All the time. Why should only WotC or other publishers be allowed to do so? I allow Substitutions Levels, Racial Levels, PHB2 modifications, and anything else I can think of that still keeps the characters in balance... why not?
 

I offer custom alternate class features.

Since I decided to limit base classes to PHB classes - sorcerer but + warlock, I new that some acceptable concepts would need more customisation than multiclassing, PrC's and feats, including custom feats, could provide. That's why I'm a total sucker for alternate class features- it provides boundless options and customisation while retaining the flavor and world implications of a set list of classes.

I've also made some extremely minor changes to the classes to bind character advancement more into the actual in game.
 

Sure, my whole play group does, within limits. For example, in a game that just started a player with a druid wanted to add a whole slew of plant-based spells from lots of different sources so her character would be less animal-related and more a forestmistress. she offered to give up her naimal companion, and the GM happily agreed.

However, we tend to make such changes for conceptual reasons, rather than convenience reasons. If you want to play a character the core idea of which is slightly different from any existing class, we make a change. If you just want more skills or more options with no real reason for it, we require you to use existing rules.

And occasionally, I end up writing something complete enough I sell it to one publisher or another.
 

el-remmen said:
Only in the setting/cultural sense - never on an indvidual level - that is what feats and skills (and multi-classing) are for.
I generally keep classes the same between individuals. If you're just going to make modifications to build a class that does everything, you might as well just play gestalt. But I do like alternative class features, if they're offered as a limited set of choices that any player can choose. I also muck around with the basic mechanics of classes to make them more like what I want them to be.
 

Will I institute house rules to make existing classes more flexible or fix glitches in classes? Sure.

But I prefer a system to be in place rather than haphazardly swap out abilities. If the changes are too drastic, I consider feats and prestige classes to be the right tool for that.
 

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