mhacdebhandia
Explorer
I enjoyed my last little experiment with limited-resource campaign design, so here we are again. This time around, I'm going to look at building a setting sketch from three angles instead of two: not only "PC races" and "monsters" but also "character classes". It's not really different from what I've done before, but I'm bored at work (at least, I was when I originally wrote this) and enjoy the exercise for its own sake.
Let's start with character classes. Everyone familiar with Dungeons & Dragons knows that there are four traditional roles:
Replacing the Fighter
First off the bench to replace the retiring fighter class is also the newest on the roster, coming from the recent supplement Tome of Battle: The Book of Nine Swords. Some people might, at this point, be expecting me to nominate the warblade, but instead I'm actually going to choose the crusader class. I approve of its focus on defending and promoting a specific cause or ethos - it's a simple but effective hook for characterisation, and I also think the crusader's randomised available maneuvers and delayed damage pool are fun to deal with. Not every player is going to be interested in that kind of bookkeeping, of course, and that's why there are other options.
Second up, another relatively recent class: the duskblade from the Player's Handbook II. While I have a great deal of contempt for the elf-worshipping flavour it's given in that book, mechanically speaking it's a nice "magical warrior" class with which I'm very satisfied. It's a strong archetype that's fun to play, and I'm happy to look at adjusting its spell list to suit the setting if necessary.
Third, also from the Player's Handbook II: the knight. While there is some conceptual overlap between the knight and the crusader, in that both exist in the context of duty and obligation to protect and serve something greater than oneself, I actually appreciate that - there's something pleasingly mythic about oaths and service, so I'm happy to have two warrior classes connected to such an idea. Mechanically, the knight is clearly inspired by "tank" mechanics from massively-multiplayer online roleplaying games, but I'm not bothered by the cross-pollination one bit. It's a solid class which would be interesting to play.
Fourth and finally, I'm not compelled to restrict myself to official D&D sourcebooks from Wizards of the Coast. Monte Cook, one of the original designers of Third Edition D&D, published a "variant Player's Handbook" called Arcana Unearthed, later revised and expanded as Arcana Evolved, and one of the best classes in that book is the swashbuckling unfettered class. With a small amount of tweaking to make it compatible with otherwise standard D&D, the unfettered is a great "light fighter" class that can hold its own amidst its sturdier cousins.
Next: four classes to replace the cleric.
Let's start with character classes. Everyone familiar with Dungeons & Dragons knows that there are four traditional roles:
- Fighter
- Cleric
- Rogue
- Wizard
Replacing the Fighter
First off the bench to replace the retiring fighter class is also the newest on the roster, coming from the recent supplement Tome of Battle: The Book of Nine Swords. Some people might, at this point, be expecting me to nominate the warblade, but instead I'm actually going to choose the crusader class. I approve of its focus on defending and promoting a specific cause or ethos - it's a simple but effective hook for characterisation, and I also think the crusader's randomised available maneuvers and delayed damage pool are fun to deal with. Not every player is going to be interested in that kind of bookkeeping, of course, and that's why there are other options.
Second up, another relatively recent class: the duskblade from the Player's Handbook II. While I have a great deal of contempt for the elf-worshipping flavour it's given in that book, mechanically speaking it's a nice "magical warrior" class with which I'm very satisfied. It's a strong archetype that's fun to play, and I'm happy to look at adjusting its spell list to suit the setting if necessary.
Third, also from the Player's Handbook II: the knight. While there is some conceptual overlap between the knight and the crusader, in that both exist in the context of duty and obligation to protect and serve something greater than oneself, I actually appreciate that - there's something pleasingly mythic about oaths and service, so I'm happy to have two warrior classes connected to such an idea. Mechanically, the knight is clearly inspired by "tank" mechanics from massively-multiplayer online roleplaying games, but I'm not bothered by the cross-pollination one bit. It's a solid class which would be interesting to play.
Fourth and finally, I'm not compelled to restrict myself to official D&D sourcebooks from Wizards of the Coast. Monte Cook, one of the original designers of Third Edition D&D, published a "variant Player's Handbook" called Arcana Unearthed, later revised and expanded as Arcana Evolved, and one of the best classes in that book is the swashbuckling unfettered class. With a small amount of tweaking to make it compatible with otherwise standard D&D, the unfettered is a great "light fighter" class that can hold its own amidst its sturdier cousins.
Next: four classes to replace the cleric.