What classes haven't been done yet?

D.Shaffer said:
Of course, it's hard to be a good pirate when a skill like Profession isnt on your class list. I'm looking at you Fighter. :p

Yeah, it's an easy fix, but you're still technically looking at an alternate class feature.
There are the rules in the DMG that discuss customizing a character's class skill list to suit the individual, but they don't seem frequently employed, oddly enough.

Personally when I run, one of the house rules I use are the Everyman Skills. Everybody, regardless of class has access to certain skills as they're generally the sort of things they would have had the opportunity to experience by simply growing up in a medieval society. Craft, Profession, Knowledge (Local; home region), Swim, Ride, Handle Animal.
 

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Sejs said:
There are the rules in the DMG that discuss customizing a character's class skill list to suit the individual, but they don't seem frequently employed, oddly enough.

Personally when I run, one of the house rules I use are the Everyman Skills. Everybody, regardless of class has access to certain skills as they're generally the sort of things they would have had the opportunity to experience by simply growing up in a medieval society. Craft, Profession, Knowledge (Local; home region), Swim, Ride, Handle Animal.

I always wondered what the designers were thinking when they didn't give each class at least the skills that a Commoner receives. So you get special training and suddenly you aren't as good at certain skills as a completely untrained person? Weird.
 

Vyvyan Basterd said:
I always wondered what the designers were thinking when they didn't give each class at least the skills that a Commoner receives. So you get special training and suddenly you aren't as good at certain skills as a completely untrained person? Weird.
Agreed. Clearly houserules that remove the Class/Crossclass Skill distinction would go a long way in helping to make character concepts possible.

PHB2 also sets precedent for exchanging/modifying class abilities to mold characters differently... now we simply need more lists of 'equivalent' abilities that are appropriate for exchange - namely ones that cross the classes.

Realistically, I would like an Archer class because I think that individuals who specialize in archery are drastically different that a standard fighter.
 

smootrk said:
PHB2 also sets precedent for exchanging/modifying class abilities to mold characters differently... now we simply need more lists of 'equivalent' abilities that are appropriate for exchange - namely ones that cross the classes.

I do like the alternate class feature approach much better than creating infinate base classes.

smootrk said:
Realistically, I would like an Archer class because I think that individuals who specialize in archery are drastically different that a standard fighter.

I don't know. The archers played in my games have been pretty devastating. I don't think they need any help. :)
 

Agreed on archers. The only archer base class I have seen was grossly over-powered compared to standard fighters.... that is indeed my conundrum. A class with a specialty in archery, that is not grossly overpowered is what I would like to see. There is something un-fun about having bow wielders in the party (unless you happen to be the bow-wielder). Maybe it is more of a problem with the equipment/feat aspects than the class itself, but that area could use a look at.
 

smootrk said:
Agreed. Clearly houserules that remove the Class/Crossclass Skill distinction would go a long way in helping to make character concepts possible.

PHB2 also sets precedent for exchanging/modifying class abilities to mold characters differently... now we simply need more lists of 'equivalent' abilities that are appropriate for exchange - namely ones that cross the classes.

Realistically, I would like an Archer class because I think that individuals who specialize in archery are drastically different that a standard fighter.
Taken to it's logical extreme, this should result in only a handful of classes, perhaps four to six, which get a feat every level. Every class ability is a Feat, and Feats come in trees and chains lasting all the way up to level 20.
 

Sejs said:
There are the rules in the DMG that discuss customizing a character's class skill list to suit the individual, but they don't seem frequently employed, oddly enough.
I use them all the time (Which is partly why it's an easy fix), but a lot of people dont like to do it for a variety of reasons. I suspect it's a combination of players not realising it's an option, and DM's not wanting to add to possible house rules.
 

D.Shaffer said:
I use them all the time (Which is partly why it's an easy fix), but a lot of people dont like to do it for a variety of reasons. I suspect it's a combination of players not realising it's an option, and DM's not wanting to add to possible house rules.
Also, RPGA would not condone this kind of mix/matching probably.
 

smootrk said:
RPGA would not condone this kind of mix/matching probably.

I suspect RPGA players are a large population of those asking for specific classes for every character type. You commented about not limiting choices in D&D. That's the RPGA doing that to you, not the rules.

Even so, I've never had much trouble making the character concept I want even in RPGA sponsored campaigns.
 

Vyvyan Basterd said:
I do like the alternate class feature approach much better than creating infinate base classes.



I don't know. The archers played in my games have been pretty devastating. I don't think they need any help. :)

Mine too. Fighter archers are devastating. But heavy armor fighters all trained with Tower Shield proficiency are not the image I get when I think of archers as a mechanical archetype.
 

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