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General Tabletop Discussion
*TTRPGs General
"Modding" classes vs multiclassing
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<blockquote data-quote="Magius del Cotto" data-source="post: 1217535" data-attributes="member: 6554"><p>Umbran: We aren't saying that there should be a class for every concept in existance. I think we can all agree that such a thing is impossible. However, what we can have is a way to modify the classes we have to fit the concepts we want. A couple examples of this that I've used:</p><p>Your standard mideival knight: Straight up fighter with a focus in heavy armor and mounted combat. You can modify the skill list to include Diplomacy, Sense Motive, and the like, or you can force the character to take some levels in something else. Hm... He's non-magical, so Sorceror, Wizard, Bard, Ranger, and Cleric are all out; Some would be dastardly, but most wouldn't resort to sneak attacks, so no Rogue; they don't rage, so Barbarian's out of the picture, and that just leaves the fighter, which doesn't have the skill points. In this case, multiclassing would take the character farther from the concept than closer. Modifying is definitely the way to go.</p><p>Ruin Explorer: Ranger with a level or two of Rogue. This one doesn't need as much modifying as the Knight does, but there's still some. He'd want most of the standard Ranger skills as well as the Disable Device skill at full ranks. The drop in combat effectiveness for the trapfinding ability is worthwhile, and it fits the concept. The best solution would be to merge the level or two into the class (by swapping out a skill or two and some abilities), but that's not entirely necissary.</p><p>The Cavalier: This is the guy that jumps all over the place, swings out over the battlefield, and always manages to win the day. Though you could make this type of character (and his counterpart, the stealthy duelist) by mixing Fighter and Rogue, you end up with a character that only somewhat approximates the character. You could also try modifying each of the classes to fit, but that changes the class so much that it's no longer recognizable as either a fighter or a rogue. The best solution for this concept is, IME, the Unfettered class, which is better than a fighter/rogue of the same level, but less powerful than either a fighter or rogue of the same level.</p><p></p><p>Yes, you did read that las line correctly. If you compare the Unfettered to a straight-up Fighter or a straight-up Rogue, you'll find that the Unfettered is a slightly weaker character. He doesn't have the fighter's hitpoints or fortitude save, and he lacks the rogue's skills (to some extent), sneak attack (to an extent), and extra high-level abilities. He gets extra AC (class bonus and int to AC), full attack bonus, and weapon proficiencies, as well as a couple of bonus feats, but that's it. I think it all balances out.</p><p>That is all.</p><p>Magius out.</p></blockquote><p></p>
[QUOTE="Magius del Cotto, post: 1217535, member: 6554"] Umbran: We aren't saying that there should be a class for every concept in existance. I think we can all agree that such a thing is impossible. However, what we can have is a way to modify the classes we have to fit the concepts we want. A couple examples of this that I've used: Your standard mideival knight: Straight up fighter with a focus in heavy armor and mounted combat. You can modify the skill list to include Diplomacy, Sense Motive, and the like, or you can force the character to take some levels in something else. Hm... He's non-magical, so Sorceror, Wizard, Bard, Ranger, and Cleric are all out; Some would be dastardly, but most wouldn't resort to sneak attacks, so no Rogue; they don't rage, so Barbarian's out of the picture, and that just leaves the fighter, which doesn't have the skill points. In this case, multiclassing would take the character farther from the concept than closer. Modifying is definitely the way to go. Ruin Explorer: Ranger with a level or two of Rogue. This one doesn't need as much modifying as the Knight does, but there's still some. He'd want most of the standard Ranger skills as well as the Disable Device skill at full ranks. The drop in combat effectiveness for the trapfinding ability is worthwhile, and it fits the concept. The best solution would be to merge the level or two into the class (by swapping out a skill or two and some abilities), but that's not entirely necissary. The Cavalier: This is the guy that jumps all over the place, swings out over the battlefield, and always manages to win the day. Though you could make this type of character (and his counterpart, the stealthy duelist) by mixing Fighter and Rogue, you end up with a character that only somewhat approximates the character. You could also try modifying each of the classes to fit, but that changes the class so much that it's no longer recognizable as either a fighter or a rogue. The best solution for this concept is, IME, the Unfettered class, which is better than a fighter/rogue of the same level, but less powerful than either a fighter or rogue of the same level. Yes, you did read that las line correctly. If you compare the Unfettered to a straight-up Fighter or a straight-up Rogue, you'll find that the Unfettered is a slightly weaker character. He doesn't have the fighter's hitpoints or fortitude save, and he lacks the rogue's skills (to some extent), sneak attack (to an extent), and extra high-level abilities. He gets extra AC (class bonus and int to AC), full attack bonus, and weapon proficiencies, as well as a couple of bonus feats, but that's it. I think it all balances out. That is all. Magius out. [/QUOTE]
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