Unearthed Arcana: The generic expert got the shaft!

Particle_Man

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Note: I am not talking about the NPC expert in the DMG. I am talking about the alternative character class called the generic expert in the Unearthed Arcana (not to be confused with Arcana Unearthed).

The generic classes in general increase flexibility at the cost of some power.

The warrior is like a fighter, but loses the heavy armour and tower shield proficiencies. In exchange, she can choose her good saving throw (it doesn't have to be Fortitude), choose up to 6 class skills (plus craft), and use her bonus feats for feats that are not on the "fighter only" list. A good trade, in my opinion.

The spellcaster is like a sorceror, but loses the auto-familiar, all but one simple weapon proficiency, and some spells cast/day (though keeps the same number of spells known). In exchange, she can choose her spells from the cleric or druid or sorceror/wizard list, she gets a feat at first level and every five levels that are not restricted to any wizard feat list (in fact, you could use a feat to get that familiar), can choose her good save, and can choose 4 class skills (plus gets craft, profession, and all knowledge skills as class skills). I think this is a good trade as well.

But the reason the above are good trades is that, traditionally, fighter-types and spellcaster-types had a limited range of "Good" class skills, and limited abilities not covered by their generic equivalents (spells in the one case, bonus feats in the other).

Now lets look at the expert. I model him on the bard. The expert is like a bard that gives up spellcasting abilities, bardic knowledge, all the "music-magic" abilities related to perform, shield proficiency, and a few weapon proficiencies (she keeps on martial of her choice, however). In exchange, she can choose which of her two saves are good, gains 12 class skills of her choice, plus craft and profession, and gains some bonus feats (one at 1st level, one at 2nd level, and one at every level evenly divisible by 4). Even taking into account that some of these feats can be spent to duplicate some class abilities, as per the generics rule set, what we have is a marked loss of power in exchange for some extra skill versatility. But the bard already has a large arrage of class skills, many of them useful. This is NOT a good trade. And the bard, traditionally, has not been the overwhelming powerhouse of the adventuring classes.

If you compare it to the rogue, the results are even worse. The rogue has more skill points, a larger number of good class skills, and a large number of rogue abilities. Is the extra good save really worth losing all that? Also, while some rogue abilities can be picked up with the bonus saves of the expert, the warrior can do this, and faster, because the warrior has more bonus feats.

The loss that the expert faces compared to his gains is disproportionate, when compared to the loss the other two generics face when compared to their gains. I think that the generic expert should be improved. Perhaps 2 more skill points/level would solve the problem. What do you think?
 

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Particle_Man said:
Note: I am not talking about the NPC expert in the DMG. I am talking about the alternative character class called the generic expert in the Unearthed Arcana (not to be confused with Arcana Unearthed).

The generic classes in general increase flexibility at the cost of some power.

The warrior is like a fighter, but loses the heavy armour and tower shield proficiencies. In exchange, she can choose her good saving throw (it doesn't have to be Fortitude), choose up to 6 class skills (plus craft), and use her bonus feats for feats that are not on the "fighter only" list. A good trade, in my opinion.

The spellcaster is like a sorceror, but loses the auto-familiar, all but one simple weapon proficiency, and some spells cast/day (though keeps the same number of spells known). In exchange, she can choose her spells from the cleric or druid or sorceror/wizard list, she gets a feat at first level and every five levels that are not restricted to any wizard feat list (in fact, you could use a feat to get that familiar), can choose her good save, and can choose 4 class skills (plus gets craft, profession, and all knowledge skills as class skills). I think this is a good trade as well.

But the reason the above are good trades is that, traditionally, fighter-types and spellcaster-types had a limited range of "Good" class skills, and limited abilities not covered by their generic equivalents (spells in the one case, bonus feats in the other).

Now lets look at the expert. I model him on the bard. The expert is like a bard that gives up spellcasting abilities, bardic knowledge, all the "music-magic" abilities related to perform, shield proficiency, and a few weapon proficiencies (she keeps on martial of her choice, however). In exchange, she can choose which of her two saves are good, gains 12 class skills of her choice, plus craft and profession, and gains some bonus feats (one at 1st level, one at 2nd level, and one at every level evenly divisible by 4). Even taking into account that some of these feats can be spent to duplicate some class abilities, as per the generics rule set, what we have is a marked loss of power in exchange for some extra skill versatility. But the bard already has a large arrage of class skills, many of them useful. This is NOT a good trade. And the bard, traditionally, has not been the overwhelming powerhouse of the adventuring classes.

If you compare it to the rogue, the results are even worse. The rogue has more skill points, a larger number of good class skills, and a large number of rogue abilities. Is the extra good save really worth losing all that? Also, while some rogue abilities can be picked up with the bonus saves of the expert, the warrior can do this, and faster, because the warrior has more bonus feats.

The loss that the expert faces compared to his gains is disproportionate, when compared to the loss the other two generics face when compared to their gains. I think that the generic expert should be improved. Perhaps 2 more skill points/level would solve the problem. What do you think?

I don't have the book and I can't answer your question. However, I want to thank you for posting what I requested in the UA thread in General Discussion. That was what I wanted to know and enough to convince me to buy the book. :)

It sounds like the Expert needs to at least equal the Rogue in skill points.
 

Let's try it out frist shall we, Particle_Man. Perhaps the Expert is balanced in context. I.e. in a campaign where everyone is generic.

At first glance I tend to agree with you but in an environment where skills are chosen for field work (use magic device, tumble, open lock) perhaps the expert can be the party sage without losing out too much on the field skills.

In any event I imagine multi-classing with Expert will be very popular. Still, you remember that I haven't read the UA for myself and I shall keep your words in mind for when I do.
 
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Do you think that it would be worthwhile for a PC to multiclass to a generic class in a campaign where standard classes were available?
 

I would consider it. I like to pick my own stuff and I'm actually bothered getting abilities that don't fit the character. As is the case when multi-classing to standard classes.

DM: "And suddenly you start hating gnomes!"
P: "Oh?!"
 


Frostmarrow said:
Let's try it out frist shall we, Particle_Man. Perhaps the Expert is balanced in context. I.e. in a campaign where everyone is generic.

At first glance I tend to agree with you but in an environment where skills are chosen for field work (use magic device, tumble, open lock) perhaps the expert can be the party sage without losing out too much on the field skills.

In any event I imagine multi-classing with Expert will be very popular. Still, you remember that I haven't read the UA for myself and I shall keep your words in mind for when I do.

Well, the larger the party, the more that warriors and spellcasters can take class skills that poach available niches from the expert. So we could have a "spot/listen" warrior, a "traps" warrior, a "sneaky" spellcaster, a "Sage" spellcaster, etc. At best, an expert can fill more niches, so in a small party is more valuable.

There is a problem with multi-classing, as all the classes are too "Front-loaded". A human spellcaster (divine) 1/spellcaster (arcane) 1/expert 2/warrior 2 gets 10 feats by 6th level! But that is a separate issue.

I am tempted to eliminate Expert entirely and add to the feat list something like: More Skills: Your character gains 4 more class skills and 4 more skill points/level. This feat may only be taken at the first character level.
 


Particle_Man said:
Well, the larger the party, the more that warriors and spellcasters can take class skills that poach available niches from the expert. So we could have a "spot/listen" warrior, a "traps" warrior, a "sneaky" spellcaster, a "Sage" spellcaster, etc. At best, an expert can fill more niches, so in a small party is more valuable.

There is a problem with multi-classing, as all the classes are too "Front-loaded". A human spellcaster (divine) 1/spellcaster (arcane) 1/expert 2/warrior 2 gets 10 feats by 6th level! But that is a separate issue.

I am tempted to eliminate Expert entirely and add to the feat list something like: More Skills: Your character gains 4 more class skills and 4 more skill points/level. This feat may only be taken at the first character level.

I'm beginning to see your point. If you could just as well eliminate a class as keep it on -then it's probably redundant. A good case could be made for having only two classes; Warrior and Spellcaster. Or better yet; Warrior and Expert and then add spellevels as feats.

About the front-loading: They should have a level 0 for all the basic stuff; the weapon proficiencies, the starting save boni and stuff like that. Then a rule that says you can only have one level 0. When you multiclass you get the new class' level 1 stuff. Which means that a spellcaster that becomes a warrior doesn't automatically get the +2 fort (for a rough childhood) and all the arms and armor. -Argh! I'm changing everything with house rules again. That's what I wanted to avoid.
 

Why don't we compare to the Ranger? Two good saves, same skill points, slightly lower hit dice, more abilities (and more choices). Looks about right.
It's hard to compare to the Rogue, since the Rogue gets only one good Save.

EDIT: You could also create an Expert who takes Skill Focus in something every other level. Not bad.
 
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