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> Generic Classes, suprised no one's mentioned it
Aleshandre
Posted: Sep 27 2004, 06:11 PM
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In modern, the classes are based on what skill set best represents the overall character. That is then modified by Starting Occupation, which represents the job that the character had before starting their adventuring carreer. The key difference is that instead of class defining the character, the character defines the classes that are selected.


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MagusRogue
Posted: Sep 27 2004, 07:30 PM
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I like both approaches, myself. The problem is, without adding a new Basic Class, you won't have anyone channeling till 4th level.


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Aleshandre
Posted: Sep 27 2004, 08:20 PM
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Which I did in Age of discovery. tongue.gif


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MagusRogue
Posted: Sep 28 2004, 07:08 PM
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lol but that assumes that you have to have a 7th ability, which messes with point-buy systems and throws balance to the highlands, granting you a dump stat if you never wish to channel. it's useless without channeling ability. What's a fighter gonna do with a POW score of 18 if he never wishes to channel, but that's what the dice say?


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Magus the Extreme. Your wonderfully-ghoulish GM of Patterns of the Weave. Be fearful, indeed.
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Aleshandre
Posted: Sep 28 2004, 08:25 PM
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Well, it was written with a 7th stat in mind, but can be altered to reflect the standard 6 stat as well.

It really doesn't affect point buy as much as most people think. All that needs to be done is add 8 points to the standard for PB and require a minimum score of 8 in each ability

As for rolling...well, that's just the way it goes. I did include checks and balances for characters who don't take channeling classes, so it is actually fairly well balanced.
If a fighter type rolls an 18 for his Power score and takes no channeling classes, then all channeling that would occur because of being born with the spark would be the under GM's control, which provides an excelent RP device.


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Axel
Posted: Sep 30 2004, 12:47 AM
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What I like about this system is that class represents solely occupation. A Warrior can make his primary stat charisma if he wants, provided he can have a good reason for it (he's a born leader) or wisdom or intelligence (a strategist) The only class that has a key stat is Caster, who needs Int. and/or Wis. to cast, even there is substantial leeway as to which is preferred. (Int allowing a small no. of strong spells, Wis a large number of weaker) I think this allows the player to determine exactly how his character will develop and define his own class, instead of the class defining him.


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MagusRogue
Posted: Sep 30 2004, 02:39 AM
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Actually, Expert really needs mental stats and Dexterity to get by, due to the emphasis on skills the class has. but yeah, I'm actually agreeing with Axel here, and implementing generic classes in my game. Prestige Classes are left alone, of course.


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Magus the Extreme. Your wonderfully-ghoulish GM of Patterns of the Weave. Be fearful, indeed.
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