Why adhere to the "core" classes? Why not deconstruct for flexibility?

I like classes in my D&D.

I really do.

A customization system would be fine, but I want the framework to be there for the core classes to begin with.
 

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Ankh-Morpork Guard said:
if you're going to get rid of classes and try to play D&D, you might as well be playing GURPS.
Nah. GURPS has a rather different feeling (and necessitates a rather different play style) than D&D, with its lack of escalating hit points and all.

At best*, you could, say, multiply HP by 5 but they still wouldn't change much despite your power advancement over the course of a campaign.

(*Without too much work, that is.)
 



I would like a more flexible generic class based system.

Amen to that. And you know what the cool thing is? It's already been done: Grim Tales.

The awesome thing about GT is that it allows you to create any character concept you have in mind. You can multiclass to your heart's content and there's no need for prestige classes or advanced classes. And that's why WotC will never go to a generic class system. No PrC's means no more crunch to sell.
 


Throw me in with the "I like classes" crowd. Quite simply, I love base classes- I wish there were more in the Player's Handbook! Everyone keeps saying that the Barbarian should be combined with the Fighter, the Druid should be a variant Cleric, the Paladin a Prestige Class...

...but I say, if you're going to include options for Fighters to be Barbarians, Clerics to be Druids, and righteous characters to be Paladins, then why not make them into their own, vibrant classes? It's not like you're taking away from the generic, adaptable classes. The core Fighter, Rogue, Cleric, and Wizard are still there. But more classes adds more flavor, more options, and more fun to the game.

...yup!
 

Dannyalcatraz said:
Players Option?

Anyone?

Anyone?

Bueller?

Um, he's sick. My best friend's sister's boyfriend's brother's girlfriend heard from this guy who knows this kid who's going with the girl who saw Ferris pass out at 31 Flavors last night. I guess it's pretty serious.

Er... I'd prefer the classes to be a bit 'looser' like in UA so long as the existing classes can be recreated (more or less). Definitely would rather the monk be less mystical and more chop socky so other unarmed fighters can be viable for example.
 

ColonelHardisson said:
Putting class creation options into the DMG would solve that, as would DMs stiffening their spines when it comes to outlining what is or isn't allowed in ther campaign.
No amount of spine-stiffening is going to reduce the time it takes me to write out stat blocks - I find developing high-level NPCs and unique monsters a chore, plain and simple, and I want a system that makes my adventure writing easy first and foremost, detail be damned.

I want to spend my time writing great adventures and playing the game, not flipping pages in a rulebook or weighing the relative merits of different feats and class abilities. Fast and clean for me, please and thank you.
 

Yeah, I like classes too.

Note that there is "Buy the Numbers" if you want to try a system where you use xp to buy up various abilities.

But it isn't the same feel. And it is far too prone too abuse. Just like Players' Option was. Hell, PLayers' Option: Spells and Magic was sooooo cheezy. You think that clerics are tough in 3.5, you ain't seen badass until you see a cleric dump most of the useless spheres and plow those points into badassness a la players' options: spells and magic.

Speaking from personal experience, I naturally tend to turn into the worst munchkin when I am faced with a "pure points" system. I can rein it in when I am faced with a "class" system. Since I don't want to be a munchkin, I prefer to play D&D with its archtype classes.

That said, I have nothing against adding other base classes. The Warlock, for instance, was *PURE GOLDEN GOODNESS!* It gets *ALL* my Hostess Fruit Pies, baby! :)
 

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