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Single-Level Flavor (heh!) Classes
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<blockquote data-quote="Frostmarrow" data-source="post: 796994" data-attributes="member: 1122"><p>I was thinking about the weapon proficiencies. I think there should be some guidelines on how to apply these.</p><p></p><p>These are my thoughts:</p><p></p><p>Flavor classes ought to have from 0-3 weapon proficiencies. How many are applied to a certain class is a balance issue. Which weapons can be applied depends on individual weapon damage. The weapons chosen should fit the concept rather than conform to simple, martial or exotic weapon status. I.e. a slaver should know how to use a bull whip just because that's how we perceive slavers (even though whip is considered exotic). No weapon that does more than 1d8 should be granted by a flavor class and even those should be rare, in order not to compete with the core fighter classes. Weapons that does 1d4 or 1d6 should be common. E.g a legionair could get short sword and javelin.</p><p></p><p>This means that a 1st level legionair knows two lethal weapons. A wizard who becomes a legionair learns two weapons. A fighter who becomes a legionair doesn't learn anything he didn't already know.</p><p></p><p>A 1st level slaver knows one exotic weapon (whip). A wizard who becomes a legionair learns one new weapon. A fighter who becomes a slaver learns a new weapon too. (But maybe a bard doesn't).</p><p></p><p>The same goes for armor and shields. Flavor classes should get armor and shields as appropriate but only as appropriate. E.g. Just because a legionair knows medium armor and large shields doesn't necessarily mean that the legionair is proficient with light armor and bucklers. Perhaps this unrealistic but we have a limited playing field here.</p></blockquote><p></p>
[QUOTE="Frostmarrow, post: 796994, member: 1122"] I was thinking about the weapon proficiencies. I think there should be some guidelines on how to apply these. These are my thoughts: Flavor classes ought to have from 0-3 weapon proficiencies. How many are applied to a certain class is a balance issue. Which weapons can be applied depends on individual weapon damage. The weapons chosen should fit the concept rather than conform to simple, martial or exotic weapon status. I.e. a slaver should know how to use a bull whip just because that's how we perceive slavers (even though whip is considered exotic). No weapon that does more than 1d8 should be granted by a flavor class and even those should be rare, in order not to compete with the core fighter classes. Weapons that does 1d4 or 1d6 should be common. E.g a legionair could get short sword and javelin. This means that a 1st level legionair knows two lethal weapons. A wizard who becomes a legionair learns two weapons. A fighter who becomes a legionair doesn't learn anything he didn't already know. A 1st level slaver knows one exotic weapon (whip). A wizard who becomes a legionair learns one new weapon. A fighter who becomes a slaver learns a new weapon too. (But maybe a bard doesn't). The same goes for armor and shields. Flavor classes should get armor and shields as appropriate but only as appropriate. E.g. Just because a legionair knows medium armor and large shields doesn't necessarily mean that the legionair is proficient with light armor and bucklers. Perhaps this unrealistic but we have a limited playing field here. [/QUOTE]
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