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Really good things in theory, but in practice...
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<blockquote data-quote="Herzog" data-source="post: 2995528" data-attributes="member: 25696"><p>The Classes and Feats</p><p></p><p>Let me explain.</p><p></p><p>About classes:</p><p></p><p>In OD&D, we had classes. Among those where the 'elf', 'dwarf' and 'halfling' class.</p><p>You has skills, which you either had or did not have, and with some optional rules you could have weapon mastery. Some classes could 'evolve' (NB: fighter to paladin at lvl 9 was an option)</p><p></p><p>In AD&D, races and classes where split. Multiclassing became available, as well as specialization for some classes.</p><p></p><p>In third edition, they introduced a wonderfull system: Feats!</p><p>Now you could really customize your character!</p><p></p><p>Except that you still had to start of with a preset package called 'class'. Additionaly, each class is accompanied by some background information, which is nice to read the first time, but especially when the described ideas do not fit your intended campaign, is bothersome (because you have to try to ignore it) to say the least.</p><p></p><p>The rules mention 'creating your own classes', but nowhere (that I have found) is a list of approximately how valuable some of the class-only abilities are (such as turn-undead, wild-shape, etc.)</p><p></p><p>I also wanted to write something about feats, (because I have the feeling they have taken some of the 'spontaneous actions' out of my roleplay) but I can't get a good example...</p><p></p><p>Herzog</p></blockquote><p></p>
[QUOTE="Herzog, post: 2995528, member: 25696"] The Classes and Feats Let me explain. About classes: In OD&D, we had classes. Among those where the 'elf', 'dwarf' and 'halfling' class. You has skills, which you either had or did not have, and with some optional rules you could have weapon mastery. Some classes could 'evolve' (NB: fighter to paladin at lvl 9 was an option) In AD&D, races and classes where split. Multiclassing became available, as well as specialization for some classes. In third edition, they introduced a wonderfull system: Feats! Now you could really customize your character! Except that you still had to start of with a preset package called 'class'. Additionaly, each class is accompanied by some background information, which is nice to read the first time, but especially when the described ideas do not fit your intended campaign, is bothersome (because you have to try to ignore it) to say the least. The rules mention 'creating your own classes', but nowhere (that I have found) is a list of approximately how valuable some of the class-only abilities are (such as turn-undead, wild-shape, etc.) I also wanted to write something about feats, (because I have the feeling they have taken some of the 'spontaneous actions' out of my roleplay) but I can't get a good example... Herzog [/QUOTE]
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