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How many classes are enough?
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<blockquote data-quote="SiderisAnon" data-source="post: 4786259" data-attributes="member: 44949"><p><strong>Six Is Enough</strong></p><p></p><p>A while back, I created a custom 3.5 setting designed to be more generic for my home campaign. It included six character classes, and I felt they covered the possibilities nicely. However, these were not traditionally structured classes. Instead, you class determined your hit points, skill points, and save progression. You also got to choose from a pool of abilities, with three different pools in each class depending on the level of your character. Those classes that get spells get fewer ability choices.</p><p></p><p>There were three main classes: Warrior, skills, and caster. Then there were the hybrids which were half-and-half of two of those. With these, you can basically recreate any of the normal PHB classes.</p><p></p><p>They were the following six:</p><p>Warrior type with a lot of physical/martial abilities.</p><p>Balance of martial and skills.</p><p>Skillmonkey type with many of the traditional rogue abilities.</p><p>Skilled caster type with half the magic but a lot more skills.</p><p>Caster who was all about the magic and not much else.</p><p>Bladecaster who had a mix of magical and martial abilities.</p><p></p><p>I allowed the players to take levels in two of the primary classes without any penalty so that they could mix and match a bit to get the character they wanted. If an ability was available from both classes, it would stack between classes. (For instance, if you can have 1d6 backstab every 3 levels in the skill class and 1d6 backstab every 4 levels in the martial+skill, two levels in each would equal 2/3 + 2/4 and be enough to qualify for a die of backstab. You still had to buy the die, of course, with an ability slot.)</p></blockquote><p></p>
[QUOTE="SiderisAnon, post: 4786259, member: 44949"] [b]Six Is Enough[/b] A while back, I created a custom 3.5 setting designed to be more generic for my home campaign. It included six character classes, and I felt they covered the possibilities nicely. However, these were not traditionally structured classes. Instead, you class determined your hit points, skill points, and save progression. You also got to choose from a pool of abilities, with three different pools in each class depending on the level of your character. Those classes that get spells get fewer ability choices. There were three main classes: Warrior, skills, and caster. Then there were the hybrids which were half-and-half of two of those. With these, you can basically recreate any of the normal PHB classes. They were the following six: Warrior type with a lot of physical/martial abilities. Balance of martial and skills. Skillmonkey type with many of the traditional rogue abilities. Skilled caster type with half the magic but a lot more skills. Caster who was all about the magic and not much else. Bladecaster who had a mix of magical and martial abilities. I allowed the players to take levels in two of the primary classes without any penalty so that they could mix and match a bit to get the character they wanted. If an ability was available from both classes, it would stack between classes. (For instance, if you can have 1d6 backstab every 3 levels in the skill class and 1d6 backstab every 4 levels in the martial+skill, two levels in each would equal 2/3 + 2/4 and be enough to qualify for a die of backstab. You still had to buy the die, of course, with an ability slot.) [/QUOTE]
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