"Per-encounter" Classes allowed for a new campaign - need critique

Henry

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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:
  • 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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My version of your list :p

[*]Crusader -- replaces Paladin
[*]Swordsage
[*]Martial Artist -- 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)
[*]Priest -- replaces Cleric and Druid (Cloistered Cleric, Unearthed Arcana)
[*]Factotum -- replaces Rogue and Bard (Dungeonscape)
[*]Psionicist -- replaces Wizard (XPH)
[*]Warlock -- replaces Sorcerer (add 1 feat per 5 levels, choose from quicken/empower/maximize SLA)

I can't exactly foresee how such a campaign would turn out. Sounds very interesting though. Please, let us know how it goes.
 

Piratecat said:
No PHB2 classes?

I thought about it, but none of them fill a role from the PHB; plus, none are "per-encounter" based.

Hmm, I wonder if the Binder, Shadowcaster, and Truenamer would have a place there? Only problem is that role-filling I'm going for.
 

Neither Favoured Soul nor Sorceror are "per encounter" although they have relatively good endurance for a long day.

Since Favoured Soul has limited spells, and they are the goto guy for healing, I predict that their spell choices would be very restricted unless you add in spontaneous healing/inflicting as per the cleric.

And Knight does fill a role: The "defensive tank" fighter. Even the Crusader doesn't have a mechanic to call over the bad guys to fight him.

And while Beguiler and Duskblade do not fill PHB roles, they do fill PHB holes...people have been looking for good fighter/wizards and wizard/thieves since the phb 3.0 hit the shelves. Endurance would be no worse than the Sorceror or Favoured Soul.

Finally, the Factotum Sneak Attack ability is waaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaay weaker than the Rogue Sneak Attack ability. The "two weapon sneak attack rogue" idea won't fly with a factotum, since if you are only spending one inspiration point per blow you are almost always better off just going for the int point for damage, but if you are spending multiple inspiration points per blow, you are going to run out of inspiration points really damn fast.
 
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I cast my vote for Binder, Shadowcaster, Incarnate, and Totemist as well as those listed above.

[elan]hurrah for oddball classes![/elan]
 

You might consider changing the favored soul to make it more of a choice up front as to what path they go.

Lvl 1: Choose one
* Access to one domain. These spells are always considered known and don't count toward the number of spells known.
* Turn undead - As a cleric
* Some druidic stuff...I was thinking the spontaneous summoning, but FS already casts spontaneously.
 

Something that would be perhaps a large undertaking, and for which I do not have Complete Arcane for comparisons, would be to build a new arcane spellcaster class from the ground up based on the Warlock. I'd just go right through the PHB list of spells and convert every one into an appropriately levelled invocations, up until the point where the spells are just too powerful to be invocations. I'd strip out all of the Warlocks fiendish abilities and replace them with wizardly ones. Eventually, you'd perhaps have what the Sorcerer should have been.
 

Consider the Unearthed Arcana recharge magic for the sorcerer and the favored Soul, it makes spells a per encounter resource as well while toning down how many top level spells a sorcerer can throw in a fight.

Note that it will make healing between encounters trivial if the favored soul has even cure minor wounds, but not power up in combat healing.
 

Isn't Sorcerer kinda core? :)

What's wrong with Rogue and Fighter? I'm not saying it's terrible to exclude them, but I don't see any reason to do so.

Binder should be in, but with a moderate power-up. Incarnum stuff should be in.

Dragon Shaman (from PHB-II) is encounter-based, and does a fine job of replacing the Bard.

Dragonfire Adept (from Dragon Magic) is a nice Warlock variant.

Cheers, -- N
 

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