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<blockquote data-quote="Undrave" data-source="post: 7946744" data-attributes="member: 7015698"><p>I proposed a similar system in another thread!</p><p></p><p>A lot of Level 1-10 classes that you can't actually multi class in, but gives you a lot of niche options (like, instead of a generic Wizard you have a Necromancer class, a Pyromancer class, etc) with only a few options in the progression (half your spells already decided for you, for exemple, if not more, and your class decides what ASI you get), and you pick a new class when you reach level 11, with new ones that either continue your specialization or pull you in a different path. A class would ideally be one, maybe two pages at most basically.</p><p></p><p>Furthermore, your character at level 1 would be a combination of Race, Culture, Background and Class, with beefier Background options. Race would pick your physical ability, culture would give you skill to match a certain outlook and background would represent your life before being an adventurer. One thing I would do is I'd put the current Ranger's favoured terrain as a Background or Culture feature, instead of a class feature. You're from the desert, you're good at being in the desert, for exemple. That way, most of your Social and Exploration ability would be more of a function of where you come from and class can focus more on Combat with only a few abilities for the other pillar, and no class concept would thus be completely terrible at any of the pillars.</p><p></p><p>I'd probably make it similar to PF2 where each step of decision (Race, Culture, Background and Class) gives you a number of ability bonus and you start with like... 10/10/10/10/10/8 and that's how you build your ability scores. Even then, I'd probably ditch the 'Ability Score/Modifier' dichotomy and just go directly with modifiers.</p></blockquote><p></p>
[QUOTE="Undrave, post: 7946744, member: 7015698"] I proposed a similar system in another thread! A lot of Level 1-10 classes that you can't actually multi class in, but gives you a lot of niche options (like, instead of a generic Wizard you have a Necromancer class, a Pyromancer class, etc) with only a few options in the progression (half your spells already decided for you, for exemple, if not more, and your class decides what ASI you get), and you pick a new class when you reach level 11, with new ones that either continue your specialization or pull you in a different path. A class would ideally be one, maybe two pages at most basically. Furthermore, your character at level 1 would be a combination of Race, Culture, Background and Class, with beefier Background options. Race would pick your physical ability, culture would give you skill to match a certain outlook and background would represent your life before being an adventurer. One thing I would do is I'd put the current Ranger's favoured terrain as a Background or Culture feature, instead of a class feature. You're from the desert, you're good at being in the desert, for exemple. That way, most of your Social and Exploration ability would be more of a function of where you come from and class can focus more on Combat with only a few abilities for the other pillar, and no class concept would thus be completely terrible at any of the pillars. I'd probably make it similar to PF2 where each step of decision (Race, Culture, Background and Class) gives you a number of ability bonus and you start with like... 10/10/10/10/10/8 and that's how you build your ability scores. Even then, I'd probably ditch the 'Ability Score/Modifier' dichotomy and just go directly with modifiers. [/QUOTE]
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