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<blockquote data-quote="hong" data-source="post: 1065538" data-attributes="member: 537"><p>I have a "duelist" PrC here, which you may want to steal ideas from:</p><p></p><p><a href="http://www.zipworld.com.au/~hong/dnd/flashing_sword.htm" target="_blank">http://www.zipworld.com.au/~hong/dnd/flashing_sword.htm</a></p><p></p><p>Basically it fills the same niche as the regular duelist, and most light armour/swashbuckler types. I made it because 1) I like indulging my gearhead tendencies, and 2) I don't like the flavour of the regular duelist abilities, in terms of how they scale with level.</p><p></p><p>To explain 2) further, there's a subtle shift in D&D's paradigm as you advance from 5th level up to 15th. At low levels, the PCs are heroes: they can do exceptional things, but they're still basically ordinary human beings. At high levels, the PCs are _superheroes_, with super powers to match. Most high-level D&D characters can fly and teleport, they have tougher armour than a dragon, they can dispatch battalions of mooks with relative ease, and some of them can even raise people from the dead or kill with a touch.</p><p></p><p>Now it's true that unless you're a spellcaster, most of these powers are gained through magic items. You could say that the actual characters themselves, without their toys, are still just ordinary guys. However, in actual play, 15th level D&D often tends to resemble a supers game or a wire-fu movie rather than your typical low-powered Western fantasy.</p><p></p><p>With that in mind, if you look at the regular duelist's abilities, most of them are pretty low-powered in terms of flavour (although they may be quite powerful in terms of game mechanics). You become really good at charging people, or at parrying attacks; compared to what else you're doing at those levels, it's pretty mundane. It also leads to genre confusion, at least in my mind. Exactly how you're meant to "parry" a Gargantuan dragon's wing slam isn't really explained, for example.</p><p></p><p>Hence my attempted duelist replacement, which substitutes abilities with a more decidedly supernatural bent. By explicitly resorting to magic, it sidesteps issues of how a heroic-but-mundane character is meant to mix it up in a superheroic game.</p><p></p><p></p><p></p><p></p><p>What's that, you say? Stop hijacking the thread?</p><p></p><p></p><p></p><p>Oops.</p><p></p><p></p><p></p><p>Anyway, to give you some feedback on your class <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" />, it looks okay. Is there a reason you limited canny defense to a +5 max bonus?</p></blockquote><p></p>
[QUOTE="hong, post: 1065538, member: 537"] I have a "duelist" PrC here, which you may want to steal ideas from: [url]http://www.zipworld.com.au/~hong/dnd/flashing_sword.htm[/url] Basically it fills the same niche as the regular duelist, and most light armour/swashbuckler types. I made it because 1) I like indulging my gearhead tendencies, and 2) I don't like the flavour of the regular duelist abilities, in terms of how they scale with level. To explain 2) further, there's a subtle shift in D&D's paradigm as you advance from 5th level up to 15th. At low levels, the PCs are heroes: they can do exceptional things, but they're still basically ordinary human beings. At high levels, the PCs are _superheroes_, with super powers to match. Most high-level D&D characters can fly and teleport, they have tougher armour than a dragon, they can dispatch battalions of mooks with relative ease, and some of them can even raise people from the dead or kill with a touch. Now it's true that unless you're a spellcaster, most of these powers are gained through magic items. You could say that the actual characters themselves, without their toys, are still just ordinary guys. However, in actual play, 15th level D&D often tends to resemble a supers game or a wire-fu movie rather than your typical low-powered Western fantasy. With that in mind, if you look at the regular duelist's abilities, most of them are pretty low-powered in terms of flavour (although they may be quite powerful in terms of game mechanics). You become really good at charging people, or at parrying attacks; compared to what else you're doing at those levels, it's pretty mundane. It also leads to genre confusion, at least in my mind. Exactly how you're meant to "parry" a Gargantuan dragon's wing slam isn't really explained, for example. Hence my attempted duelist replacement, which substitutes abilities with a more decidedly supernatural bent. By explicitly resorting to magic, it sidesteps issues of how a heroic-but-mundane character is meant to mix it up in a superheroic game. What's that, you say? Stop hijacking the thread? Oops. Anyway, to give you some feedback on your class :), it looks okay. Is there a reason you limited canny defense to a +5 max bonus? [/QUOTE]
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