How Many Base Classes?

D&D is adding so many new classes, both base and prestige, that I'm beginning to fear that the game will slowly collapse under its own weight. I look a characters posted on the Rogue's Gallery and I can't make heads or tails of a lot of them because I don't own the "the Book of X" or the "Complete Y." I remember that by the waning days of 2nd edition, I'd drop in to play with different gaming groups only to find that each one used its own confusing mix of new classes, "kits", sub-races, new variant rules, etc. I hope that doesn't happen with 3.5.
 

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In my Eberron campaign, I'm allowing:
* The 11 base classes from the PHB.
* The Artificer from the Eberron Campaign Setting.
* A slightly modified Unfettered from Arcana Unearthed.
* Warlock from Complete Arcane. I haven't decided if I'm going to let in Warmages, but probably yes.
* Scout, Spellthief, and a slightly modified Ninja (change weapons list and similar stuff to make them less oriental) from Complete Adventurer.
 

Aethelstan said:
D&D is adding so many new classes, both base and prestige, that I'm beginning to fear that the game will slowly collapse under its own weight. I look a characters posted on the Rogue's Gallery and I can't make heads or tails of a lot of them because I don't own the "the Book of X" or the "Complete Y." I remember that by the waning days of 2nd edition, I'd drop in to play with different gaming groups only to find that each one used its own confusing mix of new classes, "kits", sub-races, new variant rules, etc. I hope that doesn't happen with 3.5.

Its already happening - I don't for a second believe that 3.5 has a huge acceptance level. I suspect that there's a lot of groups like mine, that use 3.0 core books because everyone has them already along with a mix of 3.0 and 3.5 sourcebooks, and some house rules blending the two. I think 3.25 is a very common kind of game.

And there's a ton of d20 and OGL stuff out there. I for one plan to thoroughly gut the D&D system and remold it in my own image before running a game again. :)
 

Aethelstan said:
D&D is adding so many new classes, both base and prestige, that I'm beginning to fear that the game will slowly collapse under its own weight. I look a characters posted on the Rogue's Gallery and I can't make heads or tails of a lot of them because I don't own the "the Book of X" or the "Complete Y." I remember that by the waning days of 2nd edition, I'd drop in to play with different gaming groups only to find that each one used its own confusing mix of new classes, "kits", sub-races, new variant rules, etc. I hope that doesn't happen with 3.5.

I can see why this would have mattered with 2e, where if you didn't employ a kit of at least reasonable power you would be so much dead weight, but why does it really matter in 3.5? If you bring a ranger into a game where the other PCs are a favored soul, a warmain and a courtier, your character will be basically compatible with the others.

Or are you talking about scenarios where the GM says, "You can't play the 11 core classes, only ones from Complete Y?" :uhoh:
 

Nope, core rules only. So far I haven't found a class that couldn't be played with appropriate combinations of core rules elements. And I don't run an OA-based game, so I could care less about those classes (and am rather annoyed that they've migrated into the more generic D&D line).
 

My Eberron: All core 11 + psionic 4 + artificer, Scout, Swashbuckler, Favored Soul, and Warmage.

My (someday) homebrew: Core 11 + Mystic. All others (including all complete + Minis HB, even oriental!) on request.
 


We tend to only use WotC books (as I have mentioned many times before, I can only keep up with so many books and such, nothing against other d20 publishers). I am pretty flexible and allow most any class from the core books, complete books and FR books. I like for my players to have fun and if they see something that grabs their attention I will in most cases have no trouble allowing it in.
 


Right now, I'm working on my House Rules document, and I've got 23 base classes listed, as well as a laundry list of which Gestalt combinations are prohibited.

I must say, I don't believe in "NPC classes". That was 2e garbage. PCs and NPCs select from the same list of classes, and if something doesn't fit into a base class Gestalt, it doesn't need stats.

In any case, I allow the 11 Core, plus Aristocrat and Expert, the four psionic classes, Hexblade, Shugenja, Favored Soul, Warmage, Warlock, and Scout. I'm considering Ninja, but I think the best "mystical Ninja" is a Rogue/Monk or a Rogue/Illusionist. I don't think Samurai (Fighter/Aristocrat) or Wu Jen (Wizard/something else with weird strictures) needed separate classes in the first place.

In my Dragonstar game, I allow the Pilot and replace the Expert with the Mechanist, but I don't allow the Shugenja, Favored Soul, Hexblade, or Warmage, since I feel they don't fit the setting.
 

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