Henry
Autoexreginated
This post is sorta-rules, sorta-house rules, sorta-plots and places, so naturally I'm popping it in general. 
I'm toying with an idea for a new campaign, should it become my turn to run one. After a Book of 9 Swords thread in Rules, it got my wheels turning on an experiment -- replacing all of the core 11 classes with equivalents from other books; therefore, NONE of the base 11 classes would be allowed for the campaign. My goal is to fill every role that the base 11 fills, even if it's slightly different. So far I have:
I know that not every ability is mimiced - factotums aren't getting sneak attacks till later, etc. - but my idea is to use classes my group doesn't use much, and still cover all typical party roles (skill guy, fight guy, heal/buff guy, and magic guy). My plan is to only run the campaign to 6th to 8th level, because I'm shying away these days from high-level games, and because it limits prestige classes, which we always go to because the players invariably start playing the core classes and get bored with them.
I also know that I'm trying to experiment with the "per-encounter" classes, and see what their benefits and pitfalls are on their own. There aren't enough "per-encounter" classes to cover all roles, but by moving away from clerics and wizards, I hope to move toward the "per-encounter" model a bit more, while still keeping within the confines of WotC books, where my players are most comfortable.
Two inputs I need:
1) Would this cover all bases for a 1-20 level game? (Including access to later prestige classes)?
2) Would this cover all bases for a 1-6th level game?
Other than Bardic Songs (which I'm OK without, because they're getting enough buffs as it is!) what am I missing from the core 11?
I'm toying with an idea for a new campaign, should it become my turn to run one. After a Book of 9 Swords thread in Rules, it got my wheels turning on an experiment -- replacing all of the core 11 classes with equivalents from other books; therefore, NONE of the base 11 classes would be allowed for the campaign. My goal is to fill every role that the base 11 fills, even if it's slightly different. So far I have:
- Crusader -- replaces Paladin
- Swordsage
- Open-Hand Sage --replaces Monk (variant Swordsage, drops light armor prof, gives them unarmed attacks of a monk)
- Warblade -- replaces Barbarian and Fighter)
- Scout -- replaces Ranger (complete adventurer, with errata)
- Favored Soul -- replaces Cleric and Druid (complete Divine, 4 skill points, add Turn Undead, add survival, handle animal, and know-nature as skills)
- Factotum -- replaces Rogue and Bard (Dungeonscape)
- Sorcerer -- replaces Wizard (add 1 feat per five levels)
- Warlock -- replaces Sorcerer (add 1 feat per 5 levels, choose from quicken/empower/maximize SLA)
I know that not every ability is mimiced - factotums aren't getting sneak attacks till later, etc. - but my idea is to use classes my group doesn't use much, and still cover all typical party roles (skill guy, fight guy, heal/buff guy, and magic guy). My plan is to only run the campaign to 6th to 8th level, because I'm shying away these days from high-level games, and because it limits prestige classes, which we always go to because the players invariably start playing the core classes and get bored with them.
I also know that I'm trying to experiment with the "per-encounter" classes, and see what their benefits and pitfalls are on their own. There aren't enough "per-encounter" classes to cover all roles, but by moving away from clerics and wizards, I hope to move toward the "per-encounter" model a bit more, while still keeping within the confines of WotC books, where my players are most comfortable.
Two inputs I need:
1) Would this cover all bases for a 1-20 level game? (Including access to later prestige classes)?
2) Would this cover all bases for a 1-6th level game?
Other than Bardic Songs (which I'm OK without, because they're getting enough buffs as it is!) what am I missing from the core 11?
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