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your experience with generic classes?
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<blockquote data-quote="Wik" data-source="post: 3322440" data-attributes="member: 40177"><p>Like gestalt classes, they're good for smaller groups. Unlike Gestalt Classes, they're probably a bit weaker than standard D&D classes.</p><p></p><p>One thing that's going to be a problem with generic classes is the fact that divine spellcasting sort of gets the shaft. As a rule, divine spells are maybe a bit weaker than an arcane spell of the same level... or, rather, using the core rules, there are more "useful" arcane spells for a sorcerer like character to choose from than there are divine spells. In any case, a generic character trying to make a divine caster is really going to suffer - he'll be MUCH weaker than a cleric of the same level, whereas the arcane caster won't be. </p><p></p><p>D&D assumes that all four "roles" in a party will be covered, but generic classes only effectively cover three of those roles - arcane caster, warrior, and skill-user. Playing a focused divine caster with Generic classes is... difficult. </p><p></p><p>I really think you'd be better off just scratching most of the buff/heal spells on the divine list, re-writing a few choice divine spells as arcane, and using reserve points to keep the PCs alive. In any case, I think that rule would help make the game more "sword and sorcery" in feel.</p></blockquote><p></p>
[QUOTE="Wik, post: 3322440, member: 40177"] Like gestalt classes, they're good for smaller groups. Unlike Gestalt Classes, they're probably a bit weaker than standard D&D classes. One thing that's going to be a problem with generic classes is the fact that divine spellcasting sort of gets the shaft. As a rule, divine spells are maybe a bit weaker than an arcane spell of the same level... or, rather, using the core rules, there are more "useful" arcane spells for a sorcerer like character to choose from than there are divine spells. In any case, a generic character trying to make a divine caster is really going to suffer - he'll be MUCH weaker than a cleric of the same level, whereas the arcane caster won't be. D&D assumes that all four "roles" in a party will be covered, but generic classes only effectively cover three of those roles - arcane caster, warrior, and skill-user. Playing a focused divine caster with Generic classes is... difficult. I really think you'd be better off just scratching most of the buff/heal spells on the divine list, re-writing a few choice divine spells as arcane, and using reserve points to keep the PCs alive. In any case, I think that rule would help make the game more "sword and sorcery" in feel. [/QUOTE]
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