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Please break my "gritty" rules set.
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<blockquote data-quote="Nifft" data-source="post: 4392291" data-attributes="member: 6562"><p>Suggest you allow Fighter (as a one, two or four level dip, it can be quite useful). Suggest you allow <a href="http://www.d20srd.org/srd/variant/races/racialParagonClasses.htm" target="_blank"> racial paragon</a> classes. Here's how I rank the classes you've chosen, in terms of raw power:</p><p></p><p>Barbarian: B</p><p>Binder: C-</p><p>Crusader: A</p><p>Hexblade: C- (assumes access to Spell Compendium)</p><p>Ranger: B- (Core, assumes access to Spell Compendium)</p><p>Rogue: B (assumes access to charged magic items)</p><p>Swordsage: A-</p><p>Totemist: C+</p><p>Warblade: B</p><p>Warlock: B- (assumes access to charged magic items)</p><p></p><p>As there are many spell-less variant Rangers, I don't know which exactly you mean; however, you will probably be reducing their power and flexibility.</p><p></p><p>Warlocks depend on charged magic items for much of their flexibility: they have several class features devoted to magic item use and creation. Most Rogues similarly bank on getting some benefit from Use Magic Device.</p><p></p><p></p><p> With wonky healing (Crusader & Binder), I wonder how this will play out.</p><p></p><p> You've chosen some gear-dependent classes, so I suspect this will bite you. There are ways to get rid of magic gear entirely; I suggest you look into those ways. (First off would be nuking the "big six": enhancement bonuses on armor & weapons, resistance bonus items, ability boosting items, constant skill boosting items, and rings of protection.)</p><p></p><p>- - -</p><p></p><p>Class Suggestions:</p><p>- Barbarian</p><p>- Binder</p><p>- Dragon Shaman (PHB-II)</p><p>- Crusader</p><p>- Fighter</p><p>- Knight (PHB-II)</p><p>- Rogue</p><p>- Scout (C.Adv)</p><p>- Swordsage</p><p>- Totemist</p><p>- Warblade</p><p>- Warlock / Dragonfire Adept (Dragon Magic)</p><p></p><p>You might also consider my <a href="http://www.enworld.org/forum/showthread.php?t=161597" target="_blank"> Spirit Binders</a>, which seem more in-theme with your game than most WotC classes.</p><p></p><p></p><p>Magic Item Suggestions: "special effect only" magic items. A sword that deals +1d6 fire damage, with no Enhancement bonus, is a fine sword; as is an Adamantine sword (bypasses Hardness). If you take away all the constant magic item bonuses from everybody, then NPCs scale automatically; and if you're using Grim & Gritty, monsters are already inappropriate for their listed CRs, so you don't lose anything you haven't already given away.</p><p></p><p>Cheers, -- N</p></blockquote><p></p>
[QUOTE="Nifft, post: 4392291, member: 6562"] Suggest you allow Fighter (as a one, two or four level dip, it can be quite useful). Suggest you allow [url=http://www.d20srd.org/srd/variant/races/racialParagonClasses.htm] racial paragon[/url] classes. Here's how I rank the classes you've chosen, in terms of raw power: Barbarian: B Binder: C- Crusader: A Hexblade: C- (assumes access to Spell Compendium) Ranger: B- (Core, assumes access to Spell Compendium) Rogue: B (assumes access to charged magic items) Swordsage: A- Totemist: C+ Warblade: B Warlock: B- (assumes access to charged magic items) As there are many spell-less variant Rangers, I don't know which exactly you mean; however, you will probably be reducing their power and flexibility. Warlocks depend on charged magic items for much of their flexibility: they have several class features devoted to magic item use and creation. Most Rogues similarly bank on getting some benefit from Use Magic Device. With wonky healing (Crusader & Binder), I wonder how this will play out. You've chosen some gear-dependent classes, so I suspect this will bite you. There are ways to get rid of magic gear entirely; I suggest you look into those ways. (First off would be nuking the "big six": enhancement bonuses on armor & weapons, resistance bonus items, ability boosting items, constant skill boosting items, and rings of protection.) - - - Class Suggestions: - Barbarian - Binder - Dragon Shaman (PHB-II) - Crusader - Fighter - Knight (PHB-II) - Rogue - Scout (C.Adv) - Swordsage - Totemist - Warblade - Warlock / Dragonfire Adept (Dragon Magic) You might also consider my [url=http://www.enworld.org/forum/showthread.php?t=161597] Spirit Binders[/url], which seem more in-theme with your game than most WotC classes. Magic Item Suggestions: "special effect only" magic items. A sword that deals +1d6 fire damage, with no Enhancement bonus, is a fine sword; as is an Adamantine sword (bypasses Hardness). If you take away all the constant magic item bonuses from everybody, then NPCs scale automatically; and if you're using Grim & Gritty, monsters are already inappropriate for their listed CRs, so you don't lose anything you haven't already given away. Cheers, -- N [/QUOTE]
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