This made me curious, do you use classes from other sources? Do you feel the need for them?
If you have any particular favorites from other sources I would love to hear that as well.
tylermo wrote:Your efforts are greatly appreciated, Buttmonkey. Can't believe I said that with a straight face.
Daniel wrote:One thing I have done in the past is just re-skin a class. The player wanted a "Knight of the Order of the Red Rose". The way he described the character, I had him create a Cleric. Worked just fine. No new class needed.
While Paranoia was a silly game, that is one of the things I really liked in their system. Each character selected a faction and your choice came with additional motivations and/or agenda items the character wanted to do.Treebore wrote: That's one of the BIG reasons I like the EPIC RPG, every character you play is connected to a guild/organization, and its that connection, and the role playing that goes with it is what makes the character unique.
I agree with this thought process, my only concern is that often the -first thing- tried is to make a new class. One game system we play now has more than 30 classes. I am just not sold on the idea that all thirty were really needed as new classes.serleran wrote:While it is entirely possible to create any character based solely on the fighter, it is less exciting to do so.
Perhaps my warrior gets his endowment through magical tattoos. Perhaps that makes him a magic-user, or a cleric. Except he wears no armor and fights better than either of them (and both combined.) Does not actually use spells, merely produces magical effects. At some point, and it is an arbitrary one, a reasonable expectation of "new" can be made... it may not be an archetype, as archetypes are those for a reason. But, derivatives can be as much, if not more, fun than the classics.... not that they do not offer their own brand o' awesome.
I think it just comes down to whether one likes to assume possibilities are their own unique thing or merely a copy of an archetype.
I've never heard someone say that they would try to create any FRPG character based only on a fighter. That would be ... challenging to say the least.serleran wrote:While it is entirely possible to create any character based solely on the fighter, it is less exciting to do so.
Agreed. I don't see much limitation. I tend to look at classes as broad professions that are applicable to adventuring. So, I don't do a Tinker Class, a Fisherman Class, a Hunter Class, et al. Those don't translate well into an "adventurer" of the D&D type.Captain_K wrote:With multi-class, class and a half and some flavor the PH classes can be just about anything... Ninja, spellsword, thief-acrobat, archer, its already in there.
Exactly. But a pure Hunter is not a full class. It is but a couple of the skills of a Ranger.Captain_K wrote:A first level ranger makes a great trapper, hunter, crazy old woodsman... etc. A hedge witch could be a mage/druid or a druid/Illusionist... a Ninja is an assassin/monk, etc.
What may work well as a guide is that AD&D 2nd Edition advice on how to create a new character class and how to scale its XP vis-a-vis existing classes. It's pretty neat check list.Lurker wrote: That said, 9 out of 10 times I don’t like the final through-put of the idea … It always seems a bit to clunky for me.
I don't think anyone is saying not to tinker. In fact I believe that tinkering is one of the hall marks of old school gaming. I would also say that of all the forums I have been on, this one is clearly not concerned about "follow the rules as written". To your point many here house rule and adjust for fun.Captain_K wrote:Tinkering and creating is FUN, its part of the game, at least for some. Creating or even trying to create anything, a class, a monster, a magic item, a list of cool herbs, etc. is all great stuff.. well it can be for those who like that sort of thing. If someone didn't tinker to make things different then we would no have DnD, ADD or even CnC... so someone has to do it.
Is not this forum the place to bring forth those ideas? To share with like, or in many cases diametrically opposed, minds?
Thats why I talk my rules over with my players at the time I come up with the rules. They help me decide if the new rule, idea, class etc... adds to the game, or is unneeded.ssfsx17 wrote:My problem is that I don't know when to stop tinkering
At some point, you have to settle on a rules set so that players' heads don't explode, and they feel like they are getting a generally balanced deal. Even if that means making your own complete PDF.