Ever used the UA Generic Classes?

Generic classes. Have you used them?

  • Yes

    Votes: 27 28.1%
  • No

    Votes: 69 71.9%

  • Poll closed .

jdrakeh

Front Range Warlock
Have you ever used the Generic Classes presented in UA? They strike me as being eerily similar to those in True20 and, in that light, they seem like the way to a perfect compromise between the two systems (I like a lot about True20, but the power system is a total PITA for something as common as fantasy spells). So, what say you?
 
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I use them everytime I run a one shot. For those [one-shots] I make a dozen pre-made charcaters using them and I find them to be perfect for sessions that only fill up an evening of roleplaying.
 

A player in one of my games ran a Warrior/Expert character. He felt it was a bit underpowered but as DM I thought it was fine and a very flexible way for him to get what he wanted in his character.

I personally would love to play the Spellcaster sometime.
 

Using them now, with tweaks. I personally find the rogue is a bit underpowered, but nothing that a few extra feats can't fix.
 


Here in Brazil a RPG publisher tried marketing an OGL game that had only the generic classes. The game would be sold in 96-page booklets (one for Players, one for DMs and one with monsters), and they'd be broken up by levels (with the initial release covering levels 1-5). It was sold in newsstands, but failed to grab the interest of the general RPG public, in spite of having manga-inspired artwork (which is big down here).
 

I almost went with them, and was even working on a True20-like feat system to go with them. I thought they were great in terms of customization.

I guess what changed my mind in the end is that I like archetypes.

Now that being said, I loved how the classes allowed the players to openly choose skills, rather than focus on the ones on the class list. To me, this added a whole new level of customization.
 

Klaus said:
Here in Brazil a RPG publisher tried marketing an OGL game that had only the generic classes. The game would be sold in 96-page booklets (one for Players, one for DMs and one with monsters), and they'd be broken up by levels (with the initial release covering levels 1-5). It was sold in newsstands, but failed to grab the interest of the general RPG public, in spite of having manga-inspired artwork (which is big down here).

Neat idea, but I'm not sure that just generic classes makes a marketable game ;)
 

jdrakeh said:
Neat idea, but I'm not sure that just generic classes makes a marketable game ;)
The first book had a section with several archetypes and how to build them using the generic classes, and the feats section included feats that mimicked nearly all of the core classes' special abilities.
 

The only thing available for my Eberron-game was initially the Adventurer because we were fed up with the rules bloat. The adventurer is an amalgam of warrior and expert. The characters have now advanced to 5th level and the players are slowly adding other classes; core and prestige, and strangely enough classes are fun again!
 

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