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How would you balance the Bard & the Cleric?
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<blockquote data-quote="Achan hiArusa" data-source="post: 1626333" data-attributes="member: 2597"><p><strong>Fixing the Bard</strong></p><p></p><p>I am partial to giving the bard the druidic abilities from the UA plus a some wild shape (slower progression, no elementals, and tiny form [no large]). It gives them more of a 1st ed feel. As for the cleric, no matter how powerful he is, you still don't have players flocking to the class, so its fine as is by me.</p><p></p><p>As for getting rid of classes, I don't like doing that. Class systems are so limited in character options opposed to point-based systems (like GURPS and Hero) that taking away classes just makes it harder to do a good fit to a character concept (though they don't have the problem of everyone eventually spending his points to become the same, very efficient warrior/thief/spellcaster). In fact, I have more classes than standard in my games to ensure that (An expert with 8 + Int skill points, two good saves of his choice, and 1 bonus feat at 1st, plus one every even level which he may choose freely; the Dragonlance noble with some abilities from the Star Wars Noble [both editions] and the Charm tree of the Charismatic Hero; the AU totem warrior, akashic, champion, and a modified mage blade [made the athame like the OA samurai sword and made him into a spellbook caster like the wizard, and I made some of the Mystic of Nog abilities from the Sha'ir's Handbook into "Arcane" feats]). I did use psionic classes in my games, but the XPH killed that until I have time to use the two books to make the classes and system I want.</p><p></p><p>Besides my extra core classes, depending on the game I use other classes. In my Mindshadows game (which will require me to sit down and work on psionics) I use the OA sohei and a Complete Warrior/OA cross samurai (I turned all the CW samurai abilities that were feats into bonus feats instead, spread them out evenly and then took that and its class abilities and layered them on the OA samurai [taking its feats out of course]). In Dragonstar I don't use their suggested classes, instead using the Star Wars Technical Specialist with the bonus feat and Jury Rig schedule of the Fringer, and created a Fringer without Jury Rig, but gave him some of the abilities of the Tough and Dedicated Hero (energy/damage resistance, and intuition; makes him more of a survivor type).</p><p></p><p>And that doesn't include the changes I made to the core classes (see the bard above, my wizard is more like the wizard/wu jen/initiate [from WoT]/magister, and I added some stuff to the sorceror to make taking a prestige class less palatable).</p></blockquote><p></p>
[QUOTE="Achan hiArusa, post: 1626333, member: 2597"] [b]Fixing the Bard[/b] I am partial to giving the bard the druidic abilities from the UA plus a some wild shape (slower progression, no elementals, and tiny form [no large]). It gives them more of a 1st ed feel. As for the cleric, no matter how powerful he is, you still don't have players flocking to the class, so its fine as is by me. As for getting rid of classes, I don't like doing that. Class systems are so limited in character options opposed to point-based systems (like GURPS and Hero) that taking away classes just makes it harder to do a good fit to a character concept (though they don't have the problem of everyone eventually spending his points to become the same, very efficient warrior/thief/spellcaster). In fact, I have more classes than standard in my games to ensure that (An expert with 8 + Int skill points, two good saves of his choice, and 1 bonus feat at 1st, plus one every even level which he may choose freely; the Dragonlance noble with some abilities from the Star Wars Noble [both editions] and the Charm tree of the Charismatic Hero; the AU totem warrior, akashic, champion, and a modified mage blade [made the athame like the OA samurai sword and made him into a spellbook caster like the wizard, and I made some of the Mystic of Nog abilities from the Sha'ir's Handbook into "Arcane" feats]). I did use psionic classes in my games, but the XPH killed that until I have time to use the two books to make the classes and system I want. Besides my extra core classes, depending on the game I use other classes. In my Mindshadows game (which will require me to sit down and work on psionics) I use the OA sohei and a Complete Warrior/OA cross samurai (I turned all the CW samurai abilities that were feats into bonus feats instead, spread them out evenly and then took that and its class abilities and layered them on the OA samurai [taking its feats out of course]). In Dragonstar I don't use their suggested classes, instead using the Star Wars Technical Specialist with the bonus feat and Jury Rig schedule of the Fringer, and created a Fringer without Jury Rig, but gave him some of the abilities of the Tough and Dedicated Hero (energy/damage resistance, and intuition; makes him more of a survivor type). And that doesn't include the changes I made to the core classes (see the bard above, my wizard is more like the wizard/wu jen/initiate [from WoT]/magister, and I added some stuff to the sorceror to make taking a prestige class less palatable). [/QUOTE]
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How would you balance the Bard & the Cleric?
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