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Looking for comments : a "Re-Design" of classes
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<blockquote data-quote="Scion" data-source="post: 1134306" data-attributes="member: 5777"><p>I read through most of it, and generally I like what I see there. Especially the changes to the fighter, they get something every level and nothing is terribly overpowered (you might want to check the thread that is debating whether a fighter has enough skills/skill points, if nothing else he should be given profession).</p><p></p><p>Giving class beanies that are nice but not incredible does give characters more of a reason to stay straight classed, and give up more when they take prestige classes, always a good thing <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>I havent read them all thoroughly enough to say if they are overpowered or not though, but the changes mostly seem to be more flavor anyway so I see no problems right off if you are going to use this in a campaign, or just playing.</p><p></p><p>For the dragon mage though, he gains a 'lot' over the sorcerer, perhaps you should throw a negative or two in there as well to help balance him out. Penalty to dex is possible, hinderance against the opposing energy type ( negative to saves same as bonus to saves, plus an extra 1 damage per die). With the stat bonuses, natural armor, and 3 feats its a bit major compared with the wizards bonuses even with an extra bonus feat (5 total rather than 4) and research (which is cool).</p><p></p><p>So, for the dragon mage at least, he needs a bit of a hit on the head. Couple of negatives to rebalance him to the wizards level <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> (skill bonus vs combat bonus, hard to say which is really better though)</p></blockquote><p></p>
[QUOTE="Scion, post: 1134306, member: 5777"] I read through most of it, and generally I like what I see there. Especially the changes to the fighter, they get something every level and nothing is terribly overpowered (you might want to check the thread that is debating whether a fighter has enough skills/skill points, if nothing else he should be given profession). Giving class beanies that are nice but not incredible does give characters more of a reason to stay straight classed, and give up more when they take prestige classes, always a good thing ;) I havent read them all thoroughly enough to say if they are overpowered or not though, but the changes mostly seem to be more flavor anyway so I see no problems right off if you are going to use this in a campaign, or just playing. For the dragon mage though, he gains a 'lot' over the sorcerer, perhaps you should throw a negative or two in there as well to help balance him out. Penalty to dex is possible, hinderance against the opposing energy type ( negative to saves same as bonus to saves, plus an extra 1 damage per die). With the stat bonuses, natural armor, and 3 feats its a bit major compared with the wizards bonuses even with an extra bonus feat (5 total rather than 4) and research (which is cool). So, for the dragon mage at least, he needs a bit of a hit on the head. Couple of negatives to rebalance him to the wizards level ;) (skill bonus vs combat bonus, hard to say which is really better though) [/QUOTE]
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