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Why adhere to the "core" classes? Why not deconstruct for flexibility?
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<blockquote data-quote="Runesong42" data-source="post: 2308939" data-attributes="member: 10578"><p>*LOL* I remember my first and only encounter with Players Option rules.</p><p></p><p>I hadn't played DnD with my old group for a few years as I had moved away to university. I came home for a weekend and they boys were playing through some box set using characters created with the Players Option rules. They wanted me to join up, so I made a Fighter/Bard with the Blade kit (uses offensive and defensive displays of weapons to various effects) as I didn't want to "take the time" to learn this new set of rules. </p><p></p><p>My friend had made a character with the maximum allowed number of disadvantages, and it's a wonder how he survived as long as he did alongside his gimped-out travelling companions. He kept falling in combat after combat and he was getting very frustrated. So, I thought I'd try and help him out. While the party was doing stuff, I read through the character creation rules and I really liked what I saw. I laughed out loud as a character concept gelled in my mind, talking into account the RP preferences of my friend.</p><p></p><p>"Den," I said, "I can gimp you a character. Here: make a dwarf cleric, give him warrior THACO, warrior Strength bonus, warrior weapon prof, warrior weapon specialization, take the Priest spheres of Elemental, Combat, Healing, and Protection, and while you're at it, give yourself an Extra Wizard School as a sphere... oh, let's make it Invocation/Evocation."</p><p></p><p>The boys' mouths dropped. He almost squealed with excitement. I had created what seemed to be the "ultimate" character.</p><p></p><p>And it took me all of TEN minutes. Not bad for having never seen or even heard of the book before that day.</p><p></p><p>I also have some GURPS experience under my belt. It took forever to make a character in GURPS, but when you were done, you had the character that you WANTED right away. So, I would absolutely enjoy a DnD that allowed for highy customizable characters using point-buy attributes/skills/feats/spells, even if it had to be alongside regular levelling. I know that BESM d20 does this, though I have yet to DM/play using that ruleset. BESM d20 seems to be quite close to GURPS creation rules, and might be a decent alternative if you wanted to go that route.</p></blockquote><p></p>
[QUOTE="Runesong42, post: 2308939, member: 10578"] *LOL* I remember my first and only encounter with Players Option rules. I hadn't played DnD with my old group for a few years as I had moved away to university. I came home for a weekend and they boys were playing through some box set using characters created with the Players Option rules. They wanted me to join up, so I made a Fighter/Bard with the Blade kit (uses offensive and defensive displays of weapons to various effects) as I didn't want to "take the time" to learn this new set of rules. My friend had made a character with the maximum allowed number of disadvantages, and it's a wonder how he survived as long as he did alongside his gimped-out travelling companions. He kept falling in combat after combat and he was getting very frustrated. So, I thought I'd try and help him out. While the party was doing stuff, I read through the character creation rules and I really liked what I saw. I laughed out loud as a character concept gelled in my mind, talking into account the RP preferences of my friend. "Den," I said, "I can gimp you a character. Here: make a dwarf cleric, give him warrior THACO, warrior Strength bonus, warrior weapon prof, warrior weapon specialization, take the Priest spheres of Elemental, Combat, Healing, and Protection, and while you're at it, give yourself an Extra Wizard School as a sphere... oh, let's make it Invocation/Evocation." The boys' mouths dropped. He almost squealed with excitement. I had created what seemed to be the "ultimate" character. And it took me all of TEN minutes. Not bad for having never seen or even heard of the book before that day. I also have some GURPS experience under my belt. It took forever to make a character in GURPS, but when you were done, you had the character that you WANTED right away. So, I would absolutely enjoy a DnD that allowed for highy customizable characters using point-buy attributes/skills/feats/spells, even if it had to be alongside regular levelling. I know that BESM d20 does this, though I have yet to DM/play using that ruleset. BESM d20 seems to be quite close to GURPS creation rules, and might be a decent alternative if you wanted to go that route. [/QUOTE]
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Why adhere to the "core" classes? Why not deconstruct for flexibility?
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