UA and Traditional Classes [Archive] - Wizards Community

Post/Author/DateTimePost
lordyuri24

08-24-04, 10:03 AM
How do you work class variants into your games, as the tradition class abilities are basically the mindset of the class? (Sorry if that sounds confusing) I basically mean, how do you explain/define why this character has abilities 'granted' from other classes and looses some of their iconic abilities but still have the same class title. Like the Druid Variant (unamed one), which removes Wildshape to grant some Monk and Ranger abilities, how (In your compaign) would you work this in? Every other Druid in the world uses Wildshape and this one instead Tracks and Moves Really Fast, it just seems to be beyonf my mind to be able to change classes like that when the norm is still around.
Blaque

08-24-04, 11:05 AM
Perception relaly. I'm going to introduce such a Druid in a region I am making. Something they hae is that the humans and other major race (an altered gnoll race) believe that oerall,t hey are the top creature. WHen they become Druids they aren't turning into protectors of the wild. The culture of the gnolls here are the ultimate predators. As one with nature, why shift your place in where nature put you? The form of other beasts is a cop-out. Your form is what makes you a great hunter. Don't forsake it for a cheap ower-up while neglecting your own personal capabilities.

Or soemthing like that. I think. THen again, I'm using that version with the Nature's Defender thing. It ain't a defender so much as a superpredator.

Stuff.
Lilt

08-24-04, 11:15 AM
I basically mean, how do you explain/define why this character has abilities 'granted' from other classes and looses some of their iconic abilities but still have the same class title.
If you are using a world in which variants exist, then the 'iconic abilities' are no-longer iconic to the class, but may be considered iconic to a variant of the class.

For example:
The Verdane Druids learn the secret of animal forms from the abundant natura divine energiesl that surround their rich, green, lowland homes.

Harch Druids, however, eek-out a much harsher existance from the barren lands they call home. Animals here are scarce, and survival is paramount, which affects the nature of the divine natural energies druids learn from. The natural divine power here does not care for wildshape 'party tricks'. The only natural energies here spawn from the harsh winds and lone predators in their desolate homeland.

A commoner from Harch may even be surprised when he first sees one of the Verdane druids wildshape. The two druidic orders may even have low oppinions of eachother, the Harch claiming that a verdane druid wouldn't last 1 week in the barren Harch lands, the Verdane druids boasting that they are closer to nature evidenced by the shapechanging abilities they have been blessed with.
Tzepish

08-31-04, 04:02 AM
I work them in the same way I work in different feat and skill selections among the same class: different people learn different abilities.
Thelon Fairblade

08-31-04, 08:14 AM
For the druids IMC, specifically, I did the same as Lilt suggested. "Druids of the Old Order" (primarily elven and other long-lived/ancient races) have slightly different abilities and spell access than "Druids of the New Order" (PHB druid, primarily humans and halflings). The party actually had one of each in it, so the differences could be seen in every encounter.

For Fighters, different "styles" and "schools". "Hmmm, no heavy armor, but highly mobile? You must have trained at Myllard's Flashing Blades. This fellow over here with heavy armor and only blunt weapons, why, he must come from Davan's Heavy Bashers."

Same with monks; each monastery has its own style.