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General Tabletop Discussion
Character Builds & Optimization
How to avoid ridiculous player character builds
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<blockquote data-quote="Greg K" data-source="post: 6155303" data-attributes="member: 5038"><p>In the campaigns that I run:</p><p>1. Races, classes, and UA style class variants are determined by the DM prior to the campaign</p><p></p><p>2. Classes in my campaigns are, normally, limited to the PHB classes (minus the monk), Hong's Knight, OA shaman (slightly modified UA variant and this replaces the monk) plus the following Green Ronin classes: Holy Warrior, Psychic, Shaman, Witch, and Thaumaturge.</p><p></p><p>3. Clerics</p><p>a) are UA spontaneous divine casters whose spell lists are limited to their domains plus a handful of "universal" cleric spells (e.g., augury, bestow curse (effects are domain specified), remove curse, mark of justice, planar ally (a single creature associated with the deity). This also means animal boosts are each, now, limited to a specific domain/deity.</p><p>b) clerics must worship one of the campaign's deities (predetermined by DM)</p><p>c) like paladins, clerics are beholden to the concepts of their deity (provided to the player). Transgressions have consequences depending upon severity.</p><p>d) Armor and Shields: starting armor proficiency is determined by deity. Normally, limited to leather and no shields</p><p>e) Skill Points: 4+int per level (x4 at first level) (for classes that cannot wear armor they get 6+skill points)</p><p></p><p>4. Druids</p><p>1) are UA spontaneous divine casters. </p><p>2) are limited to </p><p>3) Wild shape and Animal Companions are limited in terms of creature types (no dire animals, elementals, etc.). Also starting companion types are limited to the home environment.</p><p></p><p>5. Fighters</p><p>a. choose Reflex or Will as a second good save category</p><p>b. Skill Points: 4+Int skill points per level (x4 at 1st level)</p><p>c. substitute BAB for skill ranks in combat for combat uses of Bluff, Sense Motive, Tumble </p><p>d. get a Fighting Style at first level (Book of Iron Might)</p><p></p><p>6. Wizards: </p><p>a. must find their spells (3.0 Training variant).</p><p></p><p>7. Clerics, Druids, Sorcerer, Wizard: I have not used it, but I have considered making the cleric, druid, sorcerer, and paladin use the bard's spell progression should I run 3e again (Currently, I run Savage Worlds for fantasy and True20 would be my first choice for class/level these days. 3e would be my next choice after these two)). This was inspired by an Andy Collins' house rule in which he did not allow them to take back to back levels in the same spell casting class). I saw that and thought why not just use the bard's progression.</p><p></p><p>8. Multiclassing:</p><p>a) a trainer is required (3.0 Training variant)</p><p>b) characters need to convince the person to train them and have uninterrupted time to train.</p><p>c) multi-classing into a spell casting class requires the ability to cast spells of that class's type (feats granting 3 0-level spells work) + ranks in religion, nature, or arcane. Other classes have their own requirements</p><p>d) multi-classing does not grant the new classes armor and weapons. Take feats (including class bonus feats)</p><p>e) multi-classing does not grant the new classes saving throw bonus. Take the appropriate save feats.</p><p></p><p>9. Book of Iron Might maneuver system. Allows fighter types to do cool things. This leads to changes</p><p>a) True Strike: turns a miss into a normal hit (Book of Iron Might)</p><p>b) Tenser's Transformation and Divine Might are removed</p><p></p><p>10. Magic Item Creation: </p><p>a) replaced with slot creation from Artificer's Handbook (Mystic Eye Games)</p><p>b) time and costs increased</p><p></p><p></p><p>I have a lot of other house rules including banning and/or altering certain spells, but the above are some of my ways that I balance out classes (the OA shaman replacement of the monk excluded. That is a flavor reason).</p></blockquote><p></p>
[QUOTE="Greg K, post: 6155303, member: 5038"] In the campaigns that I run: 1. Races, classes, and UA style class variants are determined by the DM prior to the campaign 2. Classes in my campaigns are, normally, limited to the PHB classes (minus the monk), Hong's Knight, OA shaman (slightly modified UA variant and this replaces the monk) plus the following Green Ronin classes: Holy Warrior, Psychic, Shaman, Witch, and Thaumaturge. 3. Clerics a) are UA spontaneous divine casters whose spell lists are limited to their domains plus a handful of "universal" cleric spells (e.g., augury, bestow curse (effects are domain specified), remove curse, mark of justice, planar ally (a single creature associated with the deity). This also means animal boosts are each, now, limited to a specific domain/deity. b) clerics must worship one of the campaign's deities (predetermined by DM) c) like paladins, clerics are beholden to the concepts of their deity (provided to the player). Transgressions have consequences depending upon severity. d) Armor and Shields: starting armor proficiency is determined by deity. Normally, limited to leather and no shields e) Skill Points: 4+int per level (x4 at first level) (for classes that cannot wear armor they get 6+skill points) 4. Druids 1) are UA spontaneous divine casters. 2) are limited to 3) Wild shape and Animal Companions are limited in terms of creature types (no dire animals, elementals, etc.). Also starting companion types are limited to the home environment. 5. Fighters a. choose Reflex or Will as a second good save category b. Skill Points: 4+Int skill points per level (x4 at 1st level) c. substitute BAB for skill ranks in combat for combat uses of Bluff, Sense Motive, Tumble d. get a Fighting Style at first level (Book of Iron Might) 6. Wizards: a. must find their spells (3.0 Training variant). 7. Clerics, Druids, Sorcerer, Wizard: I have not used it, but I have considered making the cleric, druid, sorcerer, and paladin use the bard's spell progression should I run 3e again (Currently, I run Savage Worlds for fantasy and True20 would be my first choice for class/level these days. 3e would be my next choice after these two)). This was inspired by an Andy Collins' house rule in which he did not allow them to take back to back levels in the same spell casting class). I saw that and thought why not just use the bard's progression. 8. Multiclassing: a) a trainer is required (3.0 Training variant) b) characters need to convince the person to train them and have uninterrupted time to train. c) multi-classing into a spell casting class requires the ability to cast spells of that class's type (feats granting 3 0-level spells work) + ranks in religion, nature, or arcane. Other classes have their own requirements d) multi-classing does not grant the new classes armor and weapons. Take feats (including class bonus feats) e) multi-classing does not grant the new classes saving throw bonus. Take the appropriate save feats. 9. Book of Iron Might maneuver system. Allows fighter types to do cool things. This leads to changes a) True Strike: turns a miss into a normal hit (Book of Iron Might) b) Tenser's Transformation and Divine Might are removed 10. Magic Item Creation: a) replaced with slot creation from Artificer's Handbook (Mystic Eye Games) b) time and costs increased I have a lot of other house rules including banning and/or altering certain spells, but the above are some of my ways that I balance out classes (the OA shaman replacement of the monk excluded. That is a flavor reason). [/QUOTE]
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