AFGNCAAP
First Post
Figured this would be a decent place to ask these questions.
Ever since 3.5 D&D's Unearthed Arcana was released, I've always liked the Generic Classes optional classes presented there. I've always wanted to make a campaign using those rules, though I've never really had the time &/or energy to do so. (In addition, I'd always have a rough time trying to determine what class features from other core classes could be turned into feats like the other class powers presented in those rules.)
I'm still interested in doing this, even with the release of 4th ed. I've considered just getting the True20 ruleset (which uses a much more simplified version of this concept), but I wasn't really sold on it from the freebie quick-start rules presented. However, there are some innovations from 4th ed. D&D that I'm considering incorporating into a generic classes version of 3.5 D&D (some of which that may already be cropping up in Paizo's Pathfinder system—I don't have the Alpha doc, so I can't say for sure), as well as some elements from Star Wars: Saga Edition (or pre-4e, if you will).
Ultimately, I'd like some insight/constructive criticism/feedback on these ideas. More in-depth info about other systems (like True20 or Pathfinder) will help a lot, too (potentially having me use that system instead of trying to modify/create something wholecloth).
So far, this is what I've been considering:
Class-wise, I'll basically have the Warrior, Expert, and Adept (nee Spellcaster; may rename as Mage instead) as classes. (Flavor-wise, "power sources" will solely be Martial & Arcane). Adepts will be able to heal as well as be artillery (it's more of a campaign-setting flavor thing, though).
Race-wise (setting/flavor-wise), the races will be somewhat different from a standard D&D setting:
(A quick aside: The highly magical/mutable fey are the primary interbreeding race instead of humans; human scan interbreed with giants & dwarves because they are all essentially humans; humans can interbreed with elves because elves are already half-human; humans & trolls cannot interbreed, however.)
So, this is what I have conceptually, so far. I'd appreaciate any insight/feedback/constructive criticism/additional info/help/etc. that you can provide.
Ever since 3.5 D&D's Unearthed Arcana was released, I've always liked the Generic Classes optional classes presented there. I've always wanted to make a campaign using those rules, though I've never really had the time &/or energy to do so. (In addition, I'd always have a rough time trying to determine what class features from other core classes could be turned into feats like the other class powers presented in those rules.)
I'm still interested in doing this, even with the release of 4th ed. I've considered just getting the True20 ruleset (which uses a much more simplified version of this concept), but I wasn't really sold on it from the freebie quick-start rules presented. However, there are some innovations from 4th ed. D&D that I'm considering incorporating into a generic classes version of 3.5 D&D (some of which that may already be cropping up in Paizo's Pathfinder system—I don't have the Alpha doc, so I can't say for sure), as well as some elements from Star Wars: Saga Edition (or pre-4e, if you will).
Ultimately, I'd like some insight/constructive criticism/feedback on these ideas. More in-depth info about other systems (like True20 or Pathfinder) will help a lot, too (potentially having me use that system instead of trying to modify/create something wholecloth).
So far, this is what I've been considering:
- Using the Generic Classes from Unearthed Arcana as a base concept (Warrior, Expert, Spellcaster)
- Throwing out Level Adjustments, and have PC races be balanced for play at 1st level off the bat (ala SW:SE)
- Dumping skill points, and replacing it with the Trained/Untrained system
- Using fixed hit points (though it'd be maxed out HP+Con mod at 1st level, then average HP + Con mod therafter).
- Have Spellcasters select a primary casting stat during creation (either Int, Wis, or Cha), or dividing up aspects of magical power between all 3 of these stats.
- Making the old saves into static defenses (and providing rule-of-thumb rules for to-hit with classic spells like Lightning Bolt, Fireball, etc.)
- Dump Base Attack Bonus, and just provide a 1st level kicker bonus added to the +0.5xlevel default bonus
- Use the +0.5xlevel bonus for AC and the Defenses (with class-based kickers to Defenses)
- Changing some utility/time-consuming spells into rituals used through appropriate skill use
- Eliminating some spells (esp. some of the big offenders from Spell Compendium)
- Boost the number of Feats gained, but make more feats that are class-exclusive.
- Paring down the list of skills (Fusing Knowledge [arcana] & Spellcraft for example, combining Hide & Move Silently into stealth, etc.). May keep some Crafts, Performs, Professions, etc.—still debating this one.
- Have "passive"/Take 10 score values for some skills like Perception (Spot/Listen/Search/Smell/etc.) & Sense Motive
- Incorporate Second Wind rules
- Still use the Action Point mechanic
- Going back to the 3.0 D&D weapon system (i.e., no more Small longswords, Large daggers, etc.)
- Use x2 Str mod for damage with 2-handed weapons instead of x1.5 Str mod (ala SW:SE).
- Throw out arcane spell failure from armor (just keep Armor Check Penalty, and have it apply to Spellcraft checks & the like).
- Account for refined unarmed combat by using SW:SE's Martial Arts feat chain
- Maybe throw out multiple attacks at higher levels (but replace with SW:SE multi-attack related feats).
- Have confirmation rolls for critical fumbles (which I do already as a house-rule for my current 3.5 D&D game)
- Throw out some material-based DRs (to eliminate the golf-bag effect for weapon-users trying to overcome DR)
- Expand the Armor, Shield, and Weapon Augment Crystal list from Magic Item Compendium, instead of using similar perma-enchantments on armors.
- Reduce the types of special item materials available
- Reduce the list of monsters somewhat (never really been a fan of the AKA monster types)
- Take the SW:SE approach to multiclassing.
Class-wise, I'll basically have the Warrior, Expert, and Adept (nee Spellcaster; may rename as Mage instead) as classes. (Flavor-wise, "power sources" will solely be Martial & Arcane). Adepts will be able to heal as well as be artillery (it's more of a campaign-setting flavor thing, though).
Race-wise (setting/flavor-wise), the races will be somewhat different from a standard D&D setting:
- Humans are the typical default race, as usual.
- Dwarves are quite different: Small-sized genetic offshoots of humans originating from an archipelago (they live underground due to a "build down" concept to maximize living space on the islands)
- Giants are different as well: Large-sized genetic offshoots of humans from a far-off continent of great rolling plains
- Elves are quite a departure: They are a "new" race descended from interbreeding between fey & humans
- I'm still debating on even having gnomes (a mix of fey and dwarf)
- The human race is paralleled (and opposed) by the troll (nee orc) race: Trolls are the equivalent of humans, with goblins being the equivalent of dwarves, and ogres the equivalent of giants
(A quick aside: The highly magical/mutable fey are the primary interbreeding race instead of humans; human scan interbreed with giants & dwarves because they are all essentially humans; humans can interbreed with elves because elves are already half-human; humans & trolls cannot interbreed, however.)
So, this is what I have conceptually, so far. I'd appreaciate any insight/feedback/constructive criticism/additional info/help/etc. that you can provide.