Akrasia said:Has anyone run a campaign using the generic classes from Unearthed Arcana?
They seem appropriate for a gritty, 'rare magic' campaign IMO.
I'd be curious to know how they worked out in practice.
DMScott said:...
Not really. If you use just the Warrior and Expert, then sure, but the spellcaster as written is no slouch in the magic-slinging department.
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Akrasia said:Well the reason I thought that the generic classes might be appropriate for a 'rare magic' campaign is that the spellcaster only knows as many spells as a sorcerer, and casts fewer/day (IIRC).
And there would be no 'semi-spellcasters' (no rangers, paladins, bards, etc.) -- in order to cast spells at all you would have to take at least one level in the 'pure' spellcaster class.
I thought that the result would be to make magic (or at least spellcasting) somewhat rarer than in standard D&D.
DMScott said:Sure, but OTOH a spellcaster can pick from any of the three major spell lists (cleric, druid, sorcerer/wizard) and can mix and match freely. So they have a pretty high degree of flexibility to make up for the somewhat lower output of spells/day. .
DMScott said:So instead of a Paladin class, you'd have characters with Warrior/(Divine) Spellcaster multiclass characters who put most levels in Warrior and call themselves Paladins - different in execution, not really in concept. There can still be semi-spellcasters, they'd just be constructed differently. .
DMScott said:Might be nitpicking on my part, but I think there's a pretty huge range between "rare magic" and "somewhat rarer than in standard D&D". A generic class world taken by the book would fall well into the latter end of the spectrum, I believe.
DMScott said:They're kind of uneven - the Expert seems to be a bit weak, and the Warrior can be very strong if you allow access to all the class-ability type feats. I think it's worth doing some work on them to balance and customize them for a particular setting...
A general change I've made is to bump the Expert hit dice up to d8s, and the Spellcaster to d6s. That's just to make them more survivable at low levels. I considered bumping the Warrior to d12s, but that might be better as a talent. Because I like characters to have a lot of skills, I also bump skill points across the board - base of 4 for Spellcasters and Warriors, 8 for Experts.
Akrasia said:Anyway, this minor debate aside, why did you decide to use the generic classes for your homebrew setting? What was it about your setting that made these classes appropriate?
Akrasia said:The Expert class appears to be the loser of the three.
Why not just get rid of the Expert class altogether?
Give both warriors and spellcasters 6 skill points/level. Allow them to exchange a feat for 4 skill points at any given level.
Actually, since I would prefer a 'lower/rarer' magic setting, I would also replace the spellcaster's spell charts with those of the bard, but still allow them access to all (permitted) spells.