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General Tabletop Discussion
*TTRPGs General
"Modding" classes vs multiclassing
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<blockquote data-quote="I'm A Banana" data-source="post: 1215669" data-attributes="member: 2067"><p>I think if there was a Dex-based, full BAB D&D warrior-class, this argument would largely evaporate. <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>BUT, I pick a little from column A, and a little from column B, and a little from column C...</p><p></p><p>Column A is the "modding" column. A cleric doesn't want to turn undead? Sure, switch it out for a different domain power. Cool with me. Maybe you want a wizard who specializes in a certain kind of spell? Trade out some of the useless arcane spells for some of the apt divine spells, okay. I can live with that. Urban ranger? Sweet idea. A fighter with an ancestral sword? Cool. I think the core rules provide ENORMOUS flexibility in this respect...a non-kick-ass cleric is just a sorcerer with divine spells away!</p><p></p><p>Column B is the "new class" column. Something like the OA Shaman or the Ninja is best replicated with a class...something that the character has from level one, and can keep for twenty levels. This is the kind of thing that *defines* a character concept, which isn't just the pairing of two ideas into one...it's something that would require such heavy modding it might as well be a new class anyway, so why not build it that way from the start? A dexterous, swashbuckling fighter would be an example of this.</p><p></p><p>Column C is the "use what's there" column. A fighter/mage can be done, and can be done well, within the bonds of the core rules. You don't need a specialty 20-level class for that. If what you want just just some focus, a 5-level PrC can give you that. If you've got a concept that takes the classes in a new direction, a 10-level PrC can do that. If you're a sorcerer with just one domain or something, a few feats can take care of that. There's no need to change the thing whole cloth when your character concept isn't really incompatible with what's there. So your fighter focueses in one weapon? That doesn't mean you're not a fighter...that just means you're a weapon master, with the usual fighter training + a PrC. So you wanna be a diplomat? Be a bard. The flavor of the class given shouldn't stop you....change the flavor as much as you want. Bard songs don't have to be songs. Sneak attack doesn't have to be a backstab.</p><p></p><p>Using these policies, I can pretty much give anybody the character concept they want with a minimum of work. Step #1 is to use what's there...then to mod...and FINALLY, when all other options have been exhausted, allow in a brand new class.</p><p></p><p>* Elementalist = Druid (perhaps with a PrC, probably with feats)</p><p>* Unfettered = Monk (almost definately with a PrC, and feats)</p><p>* Swashbuclker = New Class (like a fighter, but opt out on armor and feats for sneak attacks and movement abilities and skill points)</p><p>* Urban Ranger = Modified Ranger (switch out some skills, lean to Cha in stead of Wis)</p><p>* Robin Hood = Ranger/Bard (he could stirr many people! But he was a keen expert of the forests!)</p><p>* Non-Supernatural Unarmed Fighter = Fighter, with PrC (see, for instance, the 3.5 feat that allows you to up unarmed damage)</p><p>* Knight in Shining Armor = Paladin (he's brave and courageous and has a horse)</p><p>* Hedge Wizard = Adept (a bit of magic on the side, really)</p><p>* Witch = Modified Druid (less damage, more manipulation, and more animal control....better illusions instead of wild shape)</p><p>* Pirate = Any character class, with a certain seaman focus (just need the right skill choices for this, really)</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 1215669, member: 2067"] I think if there was a Dex-based, full BAB D&D warrior-class, this argument would largely evaporate. ;) BUT, I pick a little from column A, and a little from column B, and a little from column C... Column A is the "modding" column. A cleric doesn't want to turn undead? Sure, switch it out for a different domain power. Cool with me. Maybe you want a wizard who specializes in a certain kind of spell? Trade out some of the useless arcane spells for some of the apt divine spells, okay. I can live with that. Urban ranger? Sweet idea. A fighter with an ancestral sword? Cool. I think the core rules provide ENORMOUS flexibility in this respect...a non-kick-ass cleric is just a sorcerer with divine spells away! Column B is the "new class" column. Something like the OA Shaman or the Ninja is best replicated with a class...something that the character has from level one, and can keep for twenty levels. This is the kind of thing that *defines* a character concept, which isn't just the pairing of two ideas into one...it's something that would require such heavy modding it might as well be a new class anyway, so why not build it that way from the start? A dexterous, swashbuckling fighter would be an example of this. Column C is the "use what's there" column. A fighter/mage can be done, and can be done well, within the bonds of the core rules. You don't need a specialty 20-level class for that. If what you want just just some focus, a 5-level PrC can give you that. If you've got a concept that takes the classes in a new direction, a 10-level PrC can do that. If you're a sorcerer with just one domain or something, a few feats can take care of that. There's no need to change the thing whole cloth when your character concept isn't really incompatible with what's there. So your fighter focueses in one weapon? That doesn't mean you're not a fighter...that just means you're a weapon master, with the usual fighter training + a PrC. So you wanna be a diplomat? Be a bard. The flavor of the class given shouldn't stop you....change the flavor as much as you want. Bard songs don't have to be songs. Sneak attack doesn't have to be a backstab. Using these policies, I can pretty much give anybody the character concept they want with a minimum of work. Step #1 is to use what's there...then to mod...and FINALLY, when all other options have been exhausted, allow in a brand new class. * Elementalist = Druid (perhaps with a PrC, probably with feats) * Unfettered = Monk (almost definately with a PrC, and feats) * Swashbuclker = New Class (like a fighter, but opt out on armor and feats for sneak attacks and movement abilities and skill points) * Urban Ranger = Modified Ranger (switch out some skills, lean to Cha in stead of Wis) * Robin Hood = Ranger/Bard (he could stirr many people! But he was a keen expert of the forests!) * Non-Supernatural Unarmed Fighter = Fighter, with PrC (see, for instance, the 3.5 feat that allows you to up unarmed damage) * Knight in Shining Armor = Paladin (he's brave and courageous and has a horse) * Hedge Wizard = Adept (a bit of magic on the side, really) * Witch = Modified Druid (less damage, more manipulation, and more animal control....better illusions instead of wild shape) * Pirate = Any character class, with a certain seaman focus (just need the right skill choices for this, really) [/QUOTE]
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