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| squidyak04-17-08, 04:09 PM | I'm getting ready to start a 3e campaign after the release of 4e, and it's time for prep. I think 3e has become a bloated beast and the time is right for a new edition, but most of what I see about 4e is just plain bad. I will be lifting a few of the rules I like though. I'm going to be knocking 3.5 back down to basics and building up from there. If any player wants anything not in a printed copy of the house rules each of my players will be receiving, they need to appeal to the DM (me) for a revision. I'm looking for my campaign to be vaguely middle-earthish, though elves will be asian-lite, orcs don't exist, ogres will be more like alternity's weren, gnomes are a race of wandering scholars, and a bunch of other changes will be made. Step A should be a short write up of races, but I'm just in the mood for classes. What follows is a list of the classes I'm currently thinking of including and a very truncated description of their abilities. I'm posting here in hopes of feedback on what people think is good and what should be dropped or added from class concepts, as well as suggestions for more classes. I won't be using prestige classes, but all core classes will be a kind of mini-prestige classes with requirements that must be met before multi-classing into them. Adept: The adept is a dabbler in the arcane. A village wise woman, an astrologer, a tribal shaman, and a hedge wizard are all examples of adepts. They have access to minor magics and are proficient at crafting charms and brewing potions. This is the only caster initially available non-elf to PCs. Assassin: The assassin is a murderer. Whether for gold, god, or country he is a killer of man. He has the rogue's attack bonus and sneak attack, but more hit points. Thinking of allowing weapon specialization (or even poison specialization) for their calling card. Cleric: Clerics are servants of their god's will. Clerics are no longer spellcasters, but focus on channeling divine power. Turning undead and shapechanging are a couple uses of this power. They are not powerful combatants, and most adventuring clerics are multiclassed. Fighter: The fighter is the master of single combat. Duelists, gladiators, martial artists, and champions are all examples of fighters. Few wear heavy armor and most master a select few weapons. Mostly unchanged from the 3.5 fighter, but has no heavy armor proficiency and more skills. Knight: The knight is the leader of men in battle. Western knights, crusaders, and samurai are all examples of knights. Usually of noble birth, they have the best equipment money can buy. Basically has the abilities of the knight and the marshal. Paladin: The paladin is the sword arm of his church. He possesses the ability to channel divine energy as the cleric, but is also a mighty warrior. Has little in common with the 3.5 paladin. Ranger: The ranger is most at home in the wild. Barbarian warriors, master huntsmen, bounty hunters, and scouts are all rangers. As in PHB, minus spellcasting. Also gain fast movement and more bonuses in their favored environment. Rogue: The rogue is his own man, and defies generalizations. Bards, merchants, thieves, swindlers, scheming nobles, beggers, and more are all rogues. Remove sneak attack and add most of the abilities of the Wanderer from Swashbuckling Adventures. Soldier: The soldier's expertise lies in mass combat. They are the rank and file of civilized armies. They are the hardiest of all classes, and favor heavy armors and weapons. Of course, most soldiers are armed only as well as their lords equip them. Only the most successful adventuring soldiers and personal guards of important people would commonly wear plate armor. The soldier's core abilities are bonus feats (though fewer than the fighter) which can be swapped out with a week of training and the ability to follow orders (optimizing the knight's auras.) Sorcerer: All sorcerers are elves and all elves are sorcerers. The first level of any elf character must be sorcerer. Their spell list is changed to represent more subtle and natural magics. They also have a six sided hit die. Wizard: Wizards wield true magic. They do not dabble in the minor magics of the adept, but wield powerful magics of legend. Most wizards begin as adepts, but clerics, rangers, and rogues are not unknown. The only class not available at first level. |