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Limited-Resource Campaign Design, Take Two
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<blockquote data-quote="mhacdebhandia" data-source="post: 3562835" data-attributes="member: 18832"><p>Thank you for all the kind comments!</p><p></p><p>Giltonio, I considered the spirit shaman, but while I think its flavour and mechanics are very cool indeed, they're not a very good fit for this particular setting. Great class, but it just brings in too much baggage.</p><p></p><p>As for replacing the wizard, well . . . wait and see. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p><strong>Replacing the Rogue</strong></p><p></p><p>The first class I'll use here is the <strong>lurk</strong> from <em>Complete Psionic</em>. It's a much-maligned sourcebook, true, but the lurk is a perfectly good class - and I like the idea of a stealthy assassin-mentalist archetype in this setting. I find it pleasantly sinister, and I think it fulfills its theme better than, for instance, the ninja from <em>Complete Adventurer</em>.</p><p></p><p>Speaking of that supplement, the <strong>scout</strong> class takes the best parts of the core ranger and blends them with the rogue for a non-magical wilderness adventurer. The skirmish mechanic is more interesting than sneak attack - and, incidentally, much less dependent upon surprise or one's allies - and I do like the idea of a skilled outdoorsman class, since I already know there will be large stretches of "uncivilised" territory in the setting.</p><p></p><p>The next class, in some ways, combines aspects of the first two. The <strong>soulknife</strong> from the <em>Expanded Psionics Handbook</em> is a martially-oriented class, true, but its class features strongly push it towards being played as a lightly-armoured skirmisher. Soulknives don't manifest psionic powers, but their access to psionic feats is very useful; this choice definitely leans towards replacing the rogue exclusively in its combat role, but I'm happy with that.</p><p></p><p>Fourth and finally, I turn to the <em>Player's Handbook II</em> and the <strong>beguiler</strong>, a spellcaster who specialises in deception, illusions, and enchantments. It's a very solid replacement not only for the rogue but also for the core bard, due to its facility in overcoming social challenges through magic and skill. It's a fun archetype which I'm happy to find a place for in this setting.</p><p></p><p>Next, four replacements for the wizard, and then we move on to a consideration of PC races.</p></blockquote><p></p>
[QUOTE="mhacdebhandia, post: 3562835, member: 18832"] Thank you for all the kind comments! Giltonio, I considered the spirit shaman, but while I think its flavour and mechanics are very cool indeed, they're not a very good fit for this particular setting. Great class, but it just brings in too much baggage. As for replacing the wizard, well . . . wait and see. :) [b]Replacing the Rogue[/b] The first class I'll use here is the [B]lurk[/B] from [I]Complete Psionic[/I]. It's a much-maligned sourcebook, true, but the lurk is a perfectly good class - and I like the idea of a stealthy assassin-mentalist archetype in this setting. I find it pleasantly sinister, and I think it fulfills its theme better than, for instance, the ninja from [I]Complete Adventurer[/I]. Speaking of that supplement, the [B]scout[/B] class takes the best parts of the core ranger and blends them with the rogue for a non-magical wilderness adventurer. The skirmish mechanic is more interesting than sneak attack - and, incidentally, much less dependent upon surprise or one's allies - and I do like the idea of a skilled outdoorsman class, since I already know there will be large stretches of "uncivilised" territory in the setting. The next class, in some ways, combines aspects of the first two. The [B]soulknife[/B] from the [I]Expanded Psionics Handbook[/I] is a martially-oriented class, true, but its class features strongly push it towards being played as a lightly-armoured skirmisher. Soulknives don't manifest psionic powers, but their access to psionic feats is very useful; this choice definitely leans towards replacing the rogue exclusively in its combat role, but I'm happy with that. Fourth and finally, I turn to the [I]Player's Handbook II[/I] and the [B]beguiler[/B], a spellcaster who specialises in deception, illusions, and enchantments. It's a very solid replacement not only for the rogue but also for the core bard, due to its facility in overcoming social challenges through magic and skill. It's a fun archetype which I'm happy to find a place for in this setting. Next, four replacements for the wizard, and then we move on to a consideration of PC races. [/QUOTE]
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