Post by The Fiendish Dr. Samsara on Feb 18, 2009 19:24:00 GMT -6
I’m having a love/hate relationship with certain “later supplement” classes and elite paths. Here’s my first thoughts on this.
Here’s my new thoughts:
Start with the three core classes: Warrior, Wizard, and Thief. As mentioned before, combine the Wizard and Cleric spell lists. No Turning at low levels? Right—keep undead scary as hell to low-level guys. This covers levels 1-3, the Basic levels.
Level 4 is the beginning of the heroic levels (a level 4 Fighting-Man is a Hero). When a PC accumulated enough XP to advance to 4th level, he has the option to continue in his original, core class OR to take an elite path (although I don’t really like the name, which smacks of Prestige Class. But I can’t come up with a better one either). Entering an Elite path requires an additional 15% of XP. So, a Wizard needs 10,000 XP to make Level 4 OR 11,500 to make an Elite Level 4.
Here’s a stab at Elite paths:
Warriors—Paladins, Rangers
Wizards—Druid, Illusionists
Thief—Assassins, Bards
Paladins are essentially as described in Book 1 of S&S, although I’m also playing around with the idea of giving them the Turning ability and of removing the other special powers, replacing them with limited spell-casting from the old Cleric Spell list.
Rangers would get some special abilities re sneaking and tracking, favoured enemy bonus, and some limited spell-casting from the old Druid list.
Druids get shape-changing, pass without trace, and an expanded spell list which adds in the old Druid spells.
Illusionsists detect illusions, casting bonus to illusions, and expanded spell lists which adds the old Illusionist spells.
Assassins are essentially as described in the book.
Bards essentially as in the Monstrous Mayhem supplement.
That’s the thought at the moment. Keeps things simple at low levels, when PC’s are almost disposable. Add complexity and customization at mid-level when the PC’s go from wannabes to heroes and player investment sets in. Each class has three options—continue at core class or take one of the two Elite Paths.
I’m also mulling the idea of adding a fourth option, which would be to allow a PC to dual-class at 4th level, making them 4th level at the original class and 1st level at the second class, with all XP divided equally from then on out as per dual-classed demi-humans. But I’m very unsure of that.
Thoughts?
Here’s my new thoughts:
Start with the three core classes: Warrior, Wizard, and Thief. As mentioned before, combine the Wizard and Cleric spell lists. No Turning at low levels? Right—keep undead scary as hell to low-level guys. This covers levels 1-3, the Basic levels.
Level 4 is the beginning of the heroic levels (a level 4 Fighting-Man is a Hero). When a PC accumulated enough XP to advance to 4th level, he has the option to continue in his original, core class OR to take an elite path (although I don’t really like the name, which smacks of Prestige Class. But I can’t come up with a better one either). Entering an Elite path requires an additional 15% of XP. So, a Wizard needs 10,000 XP to make Level 4 OR 11,500 to make an Elite Level 4.
Here’s a stab at Elite paths:
Warriors—Paladins, Rangers
Wizards—Druid, Illusionists
Thief—Assassins, Bards
Paladins are essentially as described in Book 1 of S&S, although I’m also playing around with the idea of giving them the Turning ability and of removing the other special powers, replacing them with limited spell-casting from the old Cleric Spell list.
Rangers would get some special abilities re sneaking and tracking, favoured enemy bonus, and some limited spell-casting from the old Druid list.
Druids get shape-changing, pass without trace, and an expanded spell list which adds in the old Druid spells.
Illusionsists detect illusions, casting bonus to illusions, and expanded spell lists which adds the old Illusionist spells.
Assassins are essentially as described in the book.
Bards essentially as in the Monstrous Mayhem supplement.
That’s the thought at the moment. Keeps things simple at low levels, when PC’s are almost disposable. Add complexity and customization at mid-level when the PC’s go from wannabes to heroes and player investment sets in. Each class has three options—continue at core class or take one of the two Elite Paths.
I’m also mulling the idea of adding a fourth option, which would be to allow a PC to dual-class at 4th level, making them 4th level at the original class and 1st level at the second class, with all XP divided equally from then on out as per dual-classed demi-humans. But I’m very unsure of that.
Thoughts?