I agree that this is a pretty "generic" class, but is that inherently bad? I'd say it's more reflective of personality and disposition as opposed to "career," but you could say the same of the distinction between the fighter and the swashbuckler (a class I love, BTW).
This isn't pretendign to be a prestige class based around being part of a guild or secret society. It's not even that "prestigious" given its low entry requirements. It's a way to take any character and give them background to be more of a daredevil, like Rugger said.
[quoteI got the exact impression from this article that it is a core feature. That there are feats available to any class. The Extreme Explorer simply gains more points and some extra feats/abilities to use them with.[/quote]
That's my impression, too.
If you're worried that this campaign is about powergaming or something, don't worry. Aside from the new crunch like action points, the campaign setting book is all about flavor. The origin of the Mournland, the philosophy of the Undying Court, the fact that almost every PrC other than the extreme explorer is very specifically organization-based... there's some very cool on the way and a lot of fluff for roleplayers to enjoy. "Swashbuckling action" is one half of the core description of Eberron, but don't forget about the "intrigue" part.
For comments from Keith on action points, click here.
This isn't pretendign to be a prestige class based around being part of a guild or secret society. It's not even that "prestigious" given its low entry requirements. It's a way to take any character and give them background to be more of a daredevil, like Rugger said.
[quoteI got the exact impression from this article that it is a core feature. That there are feats available to any class. The Extreme Explorer simply gains more points and some extra feats/abilities to use them with.[/quote]
That's my impression, too.
Actually, the notion of characters who are ordinary but lucky is pretty flavorful and well-rooted in the fantasy (and pulp) tradition. But as far as the game mechanics go, I think you overestimate action points. You can't expect action points to make up for a lack of focus. Mathematically speaking, they can help you fail less miserably or succeed more dramatically, but they're not going to make anyone a Rennaisance man.Taking it to absurd levels you'd have the "Powerpuff Commoner" core class, which is simply a standard guy who sacrificies BaB, Saves, all abilities, skills and feats for action points. He's able to do almost anything he wishes... bah!
If you're worried that this campaign is about powergaming or something, don't worry. Aside from the new crunch like action points, the campaign setting book is all about flavor. The origin of the Mournland, the philosophy of the Undying Court, the fact that almost every PrC other than the extreme explorer is very specifically organization-based... there's some very cool on the way and a lot of fluff for roleplayers to enjoy. "Swashbuckling action" is one half of the core description of Eberron, but don't forget about the "intrigue" part.
For comments from Keith on action points, click here.