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General Tabletop Discussion
*TTRPGs General
"Modding" classes vs multiclassing
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<blockquote data-quote="the Jester" data-source="post: 1217198" data-attributes="member: 1210"><p>Interesting discussion!</p><p></p><p>I prefer to avoid modding classes if there's a way to achieve the pc's concept through feat choice, multiclassing or prcs, but I'm willing to allow a certain amount of modding if it's really central to the character concept. However, I'm very much against cherrypicking abilities, which is prolly the most common reason (ime) for pcs wanting the mods. </p><p></p><p>The whole discussion about archetypes that can't be achieved under core rules is amazing to me. I think just about anything can be created with the right mix of feats and multiclassing. (Granted, I understand Joshua's point about 'diffusing' your focus and abilities, but I think that's part of the price you pay for versatility.) Also, it seems like there's an argument beneath the surface here that you should be able to play things that suck without suffering for it, such as non-supernatural unarmed fighters ("I punch the dragon") and hedge wizards ("I distill a love potion for my customer").</p><p></p><p>A few comments about the list above of 'dnd doesn't do this archetype,' first using core classes only and then with notes about mods/prcs:</p><p></p><p></p><p>* Elementalist = sorcerer with appropriate spell selection. Later, prc into elemental savant or something like that. (In my campaign I have an elementalist base class based on a 2e priest of the elements I had, but it's mostly a flavor thing.)</p><p>* Unfettered- don't have Monte's book, but it really sounds to me like either a fighter/rogue or ranger/rogue can 'do this archetype' pretty easily. Not to mention throw in the duelist prc later.</p><p>* Swashbuclker = fighter, rogue, or fighter/rogue. Yeah, you'll deal less damage- well, that's because you <em>aren't as strong!</em> It seems like there's an unspoken argument in this thread that a swashbuckler type should be able to deal as much damage as a fighter. Well, I have to disagree. The swashbuckler-type should have a damage output somewhere between a rogue and fighter, imho. Again, later on add the duelist prc.</p><p>* Urban Ranger = Ranger or ranger/rogue. Most of the ranger's abilities imply woodsie stuff, sure- what exactly does an 'urban ranger' mean? A rogue with the track feat? A rogue with one level of ranger has the skill points to dump into Survival crossclass to keep it maxed up if he wants. If you wanna mod this one, you just need to swap out a few ranger class skills- but I really don't even see the necessity, really. It's <em>easy</em> to make this work without prcs or changing any classes at all! </p><p>* Robin Hood = Ranger, rogue, fighter or some multiclass combo thereof- I'd lean towards a few levels of ranger and mostly rogue. Throw in leadership and hey presto you have Robin right there. If you want, add one of the zillion archery prcs.</p><p>* Non-Supernatural Unarmed Fighter = Fighter or multiclassed fighter/monk (with only a few levels of monk). Again, if you're hoping to match the damage output of a fighter with a <em>non-supernatural</em> unarmed combatant, I think you're being silly. Gimme a sword and a crossbow and I'll gladly take on an unarmed foe any day.</p><p>* Knight in Shining Armor = Paladin, aristocrat or fighter. Come on, how is it that dnd can't do the knight in shining armor concept?? There's a feat chain for it, isn't there?? </p><p>* Hedge Wizard = Adept, adept, adept. To those who argue that it isn't a balanced pc class, well duh. Neither's the commoner. If you want a balanced pc spellcaster, you have lots of choices (from cleric to wizard to druid to sorcerer...) Again, I think there's an unspoken argument in this thread that you ought to be able to make suboptimal choices and not suffer for them. I disagree. If you want to play a hedge wizard type, who dabbles in magic and maybe a little bit of alchemy or whathaveyou, you should lose hands down to a devoted wizard who spends months at a time studying arcana.</p><p>* Witch- depends on what you mean, really. A druid, an enchanter, etc- it's hard to address this one since everyone's concept of witchery is different.</p><p>* Pirate = Mostly suited to a rogue, but just about anyone can do it with a few ranks of Profession (sailor).</p></blockquote><p></p>
[QUOTE="the Jester, post: 1217198, member: 1210"] Interesting discussion! I prefer to avoid modding classes if there's a way to achieve the pc's concept through feat choice, multiclassing or prcs, but I'm willing to allow a certain amount of modding if it's really central to the character concept. However, I'm very much against cherrypicking abilities, which is prolly the most common reason (ime) for pcs wanting the mods. The whole discussion about archetypes that can't be achieved under core rules is amazing to me. I think just about anything can be created with the right mix of feats and multiclassing. (Granted, I understand Joshua's point about 'diffusing' your focus and abilities, but I think that's part of the price you pay for versatility.) Also, it seems like there's an argument beneath the surface here that you should be able to play things that suck without suffering for it, such as non-supernatural unarmed fighters ("I punch the dragon") and hedge wizards ("I distill a love potion for my customer"). A few comments about the list above of 'dnd doesn't do this archetype,' first using core classes only and then with notes about mods/prcs: * Elementalist = sorcerer with appropriate spell selection. Later, prc into elemental savant or something like that. (In my campaign I have an elementalist base class based on a 2e priest of the elements I had, but it's mostly a flavor thing.) * Unfettered- don't have Monte's book, but it really sounds to me like either a fighter/rogue or ranger/rogue can 'do this archetype' pretty easily. Not to mention throw in the duelist prc later. * Swashbuclker = fighter, rogue, or fighter/rogue. Yeah, you'll deal less damage- well, that's because you [i]aren't as strong![/i] It seems like there's an unspoken argument in this thread that a swashbuckler type should be able to deal as much damage as a fighter. Well, I have to disagree. The swashbuckler-type should have a damage output somewhere between a rogue and fighter, imho. Again, later on add the duelist prc. * Urban Ranger = Ranger or ranger/rogue. Most of the ranger's abilities imply woodsie stuff, sure- what exactly does an 'urban ranger' mean? A rogue with the track feat? A rogue with one level of ranger has the skill points to dump into Survival crossclass to keep it maxed up if he wants. If you wanna mod this one, you just need to swap out a few ranger class skills- but I really don't even see the necessity, really. It's [i]easy[/i] to make this work without prcs or changing any classes at all! * Robin Hood = Ranger, rogue, fighter or some multiclass combo thereof- I'd lean towards a few levels of ranger and mostly rogue. Throw in leadership and hey presto you have Robin right there. If you want, add one of the zillion archery prcs. * Non-Supernatural Unarmed Fighter = Fighter or multiclassed fighter/monk (with only a few levels of monk). Again, if you're hoping to match the damage output of a fighter with a [i]non-supernatural[/i] unarmed combatant, I think you're being silly. Gimme a sword and a crossbow and I'll gladly take on an unarmed foe any day. * Knight in Shining Armor = Paladin, aristocrat or fighter. Come on, how is it that dnd can't do the knight in shining armor concept?? There's a feat chain for it, isn't there?? * Hedge Wizard = Adept, adept, adept. To those who argue that it isn't a balanced pc class, well duh. Neither's the commoner. If you want a balanced pc spellcaster, you have lots of choices (from cleric to wizard to druid to sorcerer...) Again, I think there's an unspoken argument in this thread that you ought to be able to make suboptimal choices and not suffer for them. I disagree. If you want to play a hedge wizard type, who dabbles in magic and maybe a little bit of alchemy or whathaveyou, you should lose hands down to a devoted wizard who spends months at a time studying arcana. * Witch- depends on what you mean, really. A druid, an enchanter, etc- it's hard to address this one since everyone's concept of witchery is different. * Pirate = Mostly suited to a rogue, but just about anyone can do it with a few ranks of Profession (sailor). [/QUOTE]
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