The Hero From Another World


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Thinking about it, I'd go back to making the class more or less identical to Expert, and just coming up with some feats and skills (or ripping them shamelessly from D20 Modern) that emulate Earthly knowledges and abilities, with the assumption that once our intrepid heroes go from Earth to D&D land, they choose a more appropriate class, once they find out that they're a natural fighter/rogue/bard/sorcerer, what have you.
 

Whizbang Dustyboots said:
Thinking about it, I'd go back to making the class more or less identical to Expert, and just coming up with some feats and skills (or ripping them shamelessly from D20 Modern) that emulate Earthly knowledges and abilities, with the assumption that once our intrepid heroes go from Earth to D&D land, they choose a more appropriate class, once they find out that they're a natural fighter/rogue/bard/sorcerer, what have you.

Ehhh, I really do not like that idea at all. :(
 


Raven Crowking said:
Obviously, you are not a fan of Doctor Who.

:p

Don't forget the sonic screwdriver, multi-coloured long scarf, and jelly babies :p .

As for the question at hand, you might try a "luck bonus" type of thing that goes up as the character advances in level rather than a "luck stat." New stats tend to make players' heads explode, which leads to a messy game table. New types of bonuses, however, are pretty light on the brain. Maybe something like the monk's AC bonus (+1 / 5 levels) or even more.

You might also try using luck points like Action Points in UA, perhaps limiting the number the character receives a bit more if you go this route (1d6 or 1d8 + luck bonus / day).

I like the ideas so far, though. Kudos for the concept :) .

-B-
 

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