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General Tabletop Discussion
*TTRPGs General
"Modding" classes vs multiclassing
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<blockquote data-quote="Voadam" data-source="post: 1215231" data-attributes="member: 2209"><p>Its funny, I'm more likely to allow in a full alternate class than allow a DMG approved modification of a core class in my game.</p><p></p><p>As a player I am more likely to look at the dozens of existing classes and prestige classes and look for what would be a cool character concept inpsired by the mechanics and flavor of the classes than to come up with something conceptually from a story angle and try to modify classes to fit that concept. Even when its something like skill swapping for a core class (in the game I'm playing in rangers get all the favored enemy skills as class skills) it feels more off than doing a straight third party class (so I waited until I picked up Eldritch Knight to get sense motive).</p><p></p><p>It depends a little on how comfortable you are in modifying the base versus adding onto the base of the core system.</p></blockquote><p></p>
[QUOTE="Voadam, post: 1215231, member: 2209"] Its funny, I'm more likely to allow in a full alternate class than allow a DMG approved modification of a core class in my game. As a player I am more likely to look at the dozens of existing classes and prestige classes and look for what would be a cool character concept inpsired by the mechanics and flavor of the classes than to come up with something conceptually from a story angle and try to modify classes to fit that concept. Even when its something like skill swapping for a core class (in the game I'm playing in rangers get all the favored enemy skills as class skills) it feels more off than doing a straight third party class (so I waited until I picked up Eldritch Knight to get sense motive). It depends a little on how comfortable you are in modifying the base versus adding onto the base of the core system. [/QUOTE]
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"Modding" classes vs multiclassing
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