your experience with generic classes?


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DreadArchon said:
So yeah, I hate them. But apparently I'm not in the majority here, so... meh.

The majority here are people who liked them enough to use them, and thus have experience with them... :)

Except me. I'm just lookin'.

Cheers, -- N
 


We use one class: Generic Adventurer. Basically a Generic Warrior with 1d8 hp and 4 skillpoints. It's amazing what it has done for character development. :)
 

True20 is pretty much based around the Generic Classes - not sure offhand how they compare but the True20 classes start off with a load of feats (4, I think), but many class abilities are ported into feats. Want a Barbarian? Use a Generic Warrior with Berserker and Toughness, for example.

I quite like them - ideally they could do with a few kits to speed up creation (as I recall you get these in True20). You can certainly make them as quirky and flavourful as D&D base classes, provided as mentioned you are willing to be creative with Feats.

Couple the generic spellcaster with some of the magic ideas in Arcana Evolved, and you've got a great class. I'd go further, and apply "templates" to spellcasters depending upon their casting style/training.

As for Generic Adventurer - doesn't Cthulhu d20 do something similar?
 

mhensley said:
Has anyone run a campaign with the generic classes from UA? How did it go? Were there any problems created by their use?

I played one generic class character. He started out as an expert for 2 levels then went on to arcane spellcaster. I really enjoyed playing the character. Could cast magic missile and cure light wounds.

Unfortunately the DM went missing.

Thanks,
Rich
 

Dr Simon said:
<SNIP>

As for Generic Adventurer - doesn't Cthulhu d20 do something similar?

Yes, at character creation you have a choice of two different types of character progressions:

1. Defense option: two good saves, one bad save, wizard's bab.

or

2. Offense option: one good save, 2 bad saves, rogue's/cleric's bab.

After that you pick a profession which defines which skills are class skills for you. You also get to pick an additional 3 class skills.

HP is d6 per level (max at 1st level) plus con bonus.

Thanks,
Rich
 
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I always meant to use them. Probably in a lower magic setting. I was going to make the following changes.

WARRIOR: As Written.
EXPERT: 8 Skill Points, 14 known skills, d8 HD
SPELLCASTER: Always Divine/Wisdom, d6 HD

Tack on Defense by Level, Armor as DR, Weapon Groups, and a truncated Spell list, and I had a really good idea for a game. I considered using Wound/Vitality, but SWd20 soured me on that for all time.
 

Is the difference between the arcane and divine generics a reflection on how unbalanced the generics are, or a reflection on how unbalanced the cleric and wizard are in comparison to each other? I'd say it's more likely to be the latter.

I'd say that divine magic is at least as good as arcane stuff. (domains make up for many "inadequacies", plus spells like flamestrike really help to close the damage gap) Having full armour, medium BAB (backed up with spells that can make you a better fighter than a fighter), hitpoints and two good saves is really total overkill for the cleric.
 

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