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Community
General Tabletop Discussion
*TTRPGs General
"Modding" classes vs multiclassing
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<blockquote data-quote="ruleslawyer" data-source="post: 1216818" data-attributes="member: 1757"><p>Geoff and Umbran: Criticizing swashbuckling fighter classes and the unfettered without actually having <em>read</em> the class description, let alone tried it out, is a bit silly. Take a look at it. It's got d8 HD, fewer (far fewer) bonus feats, and no heavy armor proficiency in return for more skill points and sneak attack (which is something that you pretty much have to take unfettered levels to get in AU, since there aren't core rogues). It's a fine class from a balance perspective.</p><p></p><p>Back to the core discussion. I tend to think that modified classes are fine, but it seems to me that all too often, it's not necessary to create an alternate core class or heavily modify one; PrCs and judicious feat selection will do. Monte's work, IMHO, because they're VERY heavy on a millieu-specific RP component, because they're replacing, rather than being presented alongside, standard D&D core classes, and because they're pretty well differentiated. Regarding standard D&D, I've only come across the need to modify classes to fit the following roles:</p><p></p><p>-Martial artist </p><p>-Swashbuckler</p><p></p><p>The martial artist is easily accomplished by allowing the monk to swap in OA feats for class abilities, while the swashbuckler is really well represented, IMHO, by the unfettered. I've actually pared down core classes, in one case, by using the magister (HD bumped down to d4 to compensate for better spell selection) in place of the sorcerer and wizard. IMHO, the lightly-armored priest should be the <em>standard</em>, not modified, core class, so that's how it is IMC; if you want a tank cleric, multiclass.</p></blockquote><p></p>
[QUOTE="ruleslawyer, post: 1216818, member: 1757"] Geoff and Umbran: Criticizing swashbuckling fighter classes and the unfettered without actually having [i]read[/i] the class description, let alone tried it out, is a bit silly. Take a look at it. It's got d8 HD, fewer (far fewer) bonus feats, and no heavy armor proficiency in return for more skill points and sneak attack (which is something that you pretty much have to take unfettered levels to get in AU, since there aren't core rogues). It's a fine class from a balance perspective. Back to the core discussion. I tend to think that modified classes are fine, but it seems to me that all too often, it's not necessary to create an alternate core class or heavily modify one; PrCs and judicious feat selection will do. Monte's work, IMHO, because they're VERY heavy on a millieu-specific RP component, because they're replacing, rather than being presented alongside, standard D&D core classes, and because they're pretty well differentiated. Regarding standard D&D, I've only come across the need to modify classes to fit the following roles: -Martial artist -Swashbuckler The martial artist is easily accomplished by allowing the monk to swap in OA feats for class abilities, while the swashbuckler is really well represented, IMHO, by the unfettered. I've actually pared down core classes, in one case, by using the magister (HD bumped down to d4 to compensate for better spell selection) in place of the sorcerer and wizard. IMHO, the lightly-armored priest should be the [i]standard[/i], not modified, core class, so that's how it is IMC; if you want a tank cleric, multiclass. [/QUOTE]
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