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Post by odysseus on Feb 14, 2014 13:37:48 GMT -6
I've been pondering about doing some alteration on some of the classes or subclasses (or create new ones) to have them more suitable for the game I intend to do. But, as I'm not really familiar with that whole AD&D class system, I'm wondering what the guidelines are to keep it balance. Any advice would be greatly appreciated.
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Post by chrisj on Feb 14, 2014 14:37:52 GMT -6
I'm curious what advice Jeff will offer as I have a few ideas for new subclasses myself. I suspect the process is more art than science.
Chris
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Post by Ghul on Feb 14, 2014 15:27:11 GMT -6
I have no specific mechanical advice; the process is indeed more art than science. But I will say this: I've never worried about "balance" while creating the various classes and subclasses; that's what XP progression charts are for. So do what works for you and your group, and don't bother looking over your shoulder. If it feels right to you, it is right.
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Post by mabon5127 on Feb 14, 2014 15:28:39 GMT -6
I'm not sure balance is the main objective. Design what you want to achieve using the current classes as guidelines. It also could be kind of cool to work it out here if you have a preliminary. I love to anonymously criticize others people stuff!
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Post by odysseus on Feb 15, 2014 5:05:49 GMT -6
I've never worried about "balance" while creating the various classes and subclasses; that's what XP progression charts are for. This is part of my problem : how do I evaluate the cost in xp of an ability or a type of Hit Dice ? So far, I've been toying with a few ideas : - swapping Clerics and Thieves HD. As I want to focus the Clerics on their sacerdotal job and have the Paladin being the only real religious fighter (or fighting religious). I don't intend to alter the FA as it could represent how vindicative they are when defending their credos. - Create a Scholar subclass with a pulp/2-fisted twist, a la Indiana Jones, searching for ancient lore and forgotten artifacts. - Create a Missionary subclass. An outdoor cleric on a mission to convert all those non-believers in the remote places of Hyperborea.
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Post by Ghul on Feb 15, 2014 17:33:54 GMT -6
I've never worried about "balance" while creating the various classes and subclasses; that's what XP progression charts are for. This is part of my problem : how do I evaluate the cost in xp of an ability or a type of Hit Dice ? So far, I've been toying with a few ideas : - swapping Clerics and Thieves HD. As I want to focus the Clerics on their sacerdotal job and have the Paladin being the only real religious fighter (or fighting religious). I don't intend to alter the FA as it could represent how vindicative they are when defending their credos. - Create a Scholar subclass with a pulp/2-fisted twist, a la Indiana Jones, searching for ancient lore and forgotten artifacts. - Create a Missionary subclass. An outdoor cleric on a mission to convert all those non-believers in the remote places of Hyperborea. #1. You could actually just ditch the cleric class altogether and go with the priest, which is a d4 HD type, no armour, limited weapon selection, and greater spell memorization. #2. Sounds like you could take a look at the bard (for lore) and the monk (for open hand fighting) and work something up that combines features of both classes. #3. I don't see where this one needs a new class; it's just a thematic component of the character that does not necessarily require a new sub-class, but if you really want something unique, I would consider features of the cleric class combined with the ranger class, and stripping away undead turning, or maybe bumping it to a 3rd or 5th level ability. Really there are a lot of ways in which you could approach these ideas. If you come up with something more concrete, feel free to post it here to get more specific opinions. Cheers, Jeff T.
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Post by odysseus on Feb 16, 2014 10:15:03 GMT -6
Thank you for the tips.
I like the idea of having the Priest as the basic Cleric class kind of character, and not the other way around.
Following your advices on 2 and 3, I came up with :
Scholar (Thief) Driven by his lust for everything related to Hyperborea past Golden Age, the Scholar knows too well that he just can't stay at home expecting some random adventurers to do what he paid them for. Afterall, quite too often those illiterate rascals would rather disapear with the gems they looted instead of bringing back a much more valuable tome of forgotten science.
Attribute Requirement : Intelligence 12 Prime attribute : Intelligence HD type : D6 Alignment : any Armour : light Shield : none Favoured weapons : none but mechanically complex ones (i.e. crossbow and such) Saving Throw modifier : Sorcery +2, device +2
FA : as Thief Unarmed damege : as Monk Unarmed damage bonus : as Monk
Abilities : Accurate strike First aid : as Cellular Adjustment Lore : as Folklore Detect secret doors Unarmed combat : as Empty hand Master Magic item use : as Bard Read Magic Alchemy Academy : at 9th level, establish his academy, located in a city or town, attracted are 1D12+12 students (0 level scholars)
Thief progressive abilities : Manipulate Traps Open locks Decipher script : +3 compared to the Thief, no restriction against ancient and alien texts Read scrolls
Missionary (Cleric) Not satisfied to just care for his community, the missionary is out there to find some new adherents to his cult. No surprise, he is quite often at odd with the clergy of the communities he encounters.
Identical to the Cleric with the addition of : - Charisma 12 as a requirement and Charisma as a Prime attribute - Alertness : only in wilderness - Discern noise : only in wilderness - Track : only in wilderness as Scout - Traverse overgrowth - Wilderness survival
The Missionary can only team up or hire people who share his religious belief. Sometimes the conversion takes place only a few second before closing the deal.
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