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Would you be fine with classes that you can't always play but are better than base classes?
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<blockquote data-quote="Staffan" data-source="post: 9254255" data-attributes="member: 907"><p>Reminds me of the mid-80s version of Drakar och Demoner (recently released as Dragonbane). The game had something like 10 professions, and in order to choose a profession you needed to roll equal to or below the sum of two stats (each normally rolled on 3d6 for regular humans) multiplied by 1 to 4 depending on the profession's rarity. I don't recall all the details, but I do remember that Knights and Wizards both had a multiplier of 1. This was a bit of a bummer when you were rolling random stats, because if you rolled a character with poor physical stats and couldn't play a wizard, your next best hope would be a monk (generally more of a Tuck than a Lee) or a sage.</p><p></p><p>In the advanced rules, Drakar och Demoner Expert they mostly did away with that and instead gated professions behind a modest minimum stat, and sometimes a social class as well (so to become a knight you needed to be a noble, which meant rolling 1-2 on a d20 for a human). But wizards retained the requirement to roll below INT+POW on d100 in order to have the gift for magic.</p><p></p><p>Later versions of the rules mostly did away with that entirely, and replaced it with stat requirements which combined with a point-buy system meant you would be able to play what you wanted. The INT+POW roll remained for characters who wanted to learn magic after chargen.</p></blockquote><p></p>
[QUOTE="Staffan, post: 9254255, member: 907"] Reminds me of the mid-80s version of Drakar och Demoner (recently released as Dragonbane). The game had something like 10 professions, and in order to choose a profession you needed to roll equal to or below the sum of two stats (each normally rolled on 3d6 for regular humans) multiplied by 1 to 4 depending on the profession's rarity. I don't recall all the details, but I do remember that Knights and Wizards both had a multiplier of 1. This was a bit of a bummer when you were rolling random stats, because if you rolled a character with poor physical stats and couldn't play a wizard, your next best hope would be a monk (generally more of a Tuck than a Lee) or a sage. In the advanced rules, Drakar och Demoner Expert they mostly did away with that and instead gated professions behind a modest minimum stat, and sometimes a social class as well (so to become a knight you needed to be a noble, which meant rolling 1-2 on a d20 for a human). But wizards retained the requirement to roll below INT+POW on d100 in order to have the gift for magic. Later versions of the rules mostly did away with that entirely, and replaced it with stat requirements which combined with a point-buy system meant you would be able to play what you wanted. The INT+POW roll remained for characters who wanted to learn magic after chargen. [/QUOTE]
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Would you be fine with classes that you can't always play but are better than base classes?
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