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Post by Q Man on Jun 23, 2018 22:12:52 GMT -5
Do any of you create custom classes for your campaign and if so what are some of the things that you take into consideration?
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Post by Hexenritter Verlag on Jun 24, 2018 0:37:33 GMT -5
I will as I don't want thieves in my future campaigns so I'll reskin them as Rangers. I'd likely create a Druid class based on the M-U, with the shape change ability and access to nature oriented spells, plus a Priest Class (a modified M-U with Turn Undead if Lawful). Anything else will likely depend on the needs of the campaign & if the concept cannot be covered by the core three classes.
Another I might do is a Berserker class based on the Fighting-Man but with the ability to go berserk & fight till -HP = Con stat before they fall dead. If combat ends before they go -1 HP, they take a Save vs. Death - if they fail they die; but if they succeed they fall unconscious & can be healed. If healed they have a permanent scar.
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Post by Q Man on Jun 24, 2018 12:45:30 GMT -5
I will as I don't want thieves in my future campaigns so I'll reskin them as Rangers. I'd likely create a Druid class based on the M-U, with the shape change ability and access to nature oriented spells, plus a Priest Class (a modified M-U with Turn Undead if Lawful). Anything else will likely depend on the needs of the campaign & if the concept cannot be covered by the core three classes. Another I might do is a Berserker class based on the Fighting-Man but with the ability to go berserk & fight till -HP = Con stat before they fall dead. If combat ends before they go -1 HP, they take a Save vs. Death - if they fail they die; but if they succeed they fall unconscious & can be healed. If healed they have a permanent scar. If the fight till -HP = Con Stat is the only real thing and not a lot of other bonuses, I like that.
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Post by Hexenritter Verlag on Jun 24, 2018 15:23:19 GMT -5
I will as I don't want thieves in my future campaigns so I'll reskin them as Rangers. I'd likely create a Druid class based on the M-U, with the shape change ability and access to nature oriented spells, plus a Priest Class (a modified M-U with Turn Undead if Lawful). Anything else will likely depend on the needs of the campaign & if the concept cannot be covered by the core three classes. Another I might do is a Berserker class based on the Fighting-Man but with the ability to go berserk & fight till -HP = Con stat before they fall dead. If combat ends before they go -1 HP, they take a Save vs. Death - if they fail they die; but if they succeed they fall unconscious & can be healed. If healed they have a permanent scar. If the fight till -HP = Con Stat is the only real thing and not a lot of other bonuses, I like that. I might include the +2 to Normal Man (Man 1-3) rule from OD&D for ferocity as well. But I didn't have my rules in front of me when I typed the original post up. Still not overwhelming. I'll need to play-test it to make sure it works.
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Post by Q Man on Jun 24, 2018 16:02:12 GMT -5
If the fight till -HP = Con Stat is the only real thing and not a lot of other bonuses, I like that. I might include the +2 to Normal Man (Man 1-3) rule from OD&D for ferocity as well. But I didn't have my rules in front of me when I typed the original post up. Still not overwhelming. I'll need to play-test it to make sure it works. Your quote tags were messed up. Yeah, +2, I could see that. It doesn't need a lot because the hit point thing is pretty good.
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Post by Hexenritter Verlag on Jun 24, 2018 22:20:39 GMT -5
I might include the +2 to Normal Man (Man 1-3) rule from OD&D for ferocity as well. But I didn't have my rules in front of me when I typed the original post up. Still not overwhelming. I'll need to play-test it to make sure it works. Your quote tags were messed up. Yeah, +2, I could see that. It doesn't need a lot because the hit point thing is pretty good. Thanks. Doh! I thought I typed that below the quote. Oh well, at least you understood it.
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Post by robkuntz on Jun 25, 2018 2:48:14 GMT -5
Do any of you create custom classes for your campaign and if so what are some of the things that you take into consideration? Always. Give them lots of expansion (class, historical, organization) options. I have 7 clans of mages, for instance, 3 sets of two-each diametrically opposed to each other and 1 neutral; then there are stray clans that are intent on specific goals related to their history in the World. Etc. So when you start in such an organization you already have background related to it and a body of knowledge to draw upon, etc. Also specific spells related to that clan alone which are built upon through the group's arcane knowledge and continued research (yes, a PC can contribute to that knowledge by forwarding and testing new spell forms). Full integration of classes into Kalibruhn's world structure.
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Post by mormonyoyoman on Jun 25, 2018 6:37:33 GMT -5
Exalt to Rob. Room to Grow always trumps limitations. We create no small fantasy worlds.
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Post by robertsconley on Jun 25, 2018 7:56:02 GMT -5
Do any of you create custom classes for your campaign? Yes If so what are some of the things that you take into consideration? Whether they reflect the reality of my setting. In my case the Majestic Wilderlands. And just as important whether the players are interested in playing that type of character. I had a leg up because I ran GURPS for 20 years and had a bunch of templates that the players used over the years. A GURPS template is a list of attributes, advantages, and skills that reflects a occupation, or character type. I took the more popular ones and used them as inspiration for additional classes for OD&D. The original list of template reflected the AD&D classes. When you play a RPG other than D&D, one of the more common question is how do I play X with this RPG. So even after 20 years it was easy to translate back to D&D even after the various changes the players and I made. My ListClerics I have ten major deities and unique abilities they each give to their clerics. One of which is how their turn ability works. Another is an additional spell they get at 3rd level. Fighters Berserkers Knights Soldiers Paladins of Mitra Myrmidons of Set Magic-Users Mages, Order of Thoth Artificers, Order of the Viridian Eye Wizards, Order of the Trehaen Rune-casters, Order of Thor Theurgists, Order of Set Burglar Thug Mountebank The Claws of Kalis (Assassin) Merchant Adventurer
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Post by Hexenritter Verlag on Jun 25, 2018 13:35:15 GMT -5
Robkuntz said: Robertsconley said: I love what both robkuntz and robertsconley have done with the above and I plan to emulate that as I grow my future campaign worlds. Not only does it give the players options but ones keyed to the setting, which I prefer to taking premade optional classes and trying to work them into the setting where they might not fit thematically.
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Post by El Borak on Jun 25, 2018 14:01:32 GMT -5
Useful thread all the way round.
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Post by Admin Pete on Jun 26, 2018 12:46:45 GMT -5
I am always playing around with the Classes, sometimes a lot sometimes a little.
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Post by Q Man on Jun 26, 2018 22:28:04 GMT -5
Do any of you create custom classes for your campaign and if so what are some of the things that you take into consideration? Always. Give them lots of expansion (class, historical, organization) options. I have 7 clans of mages, for instance, 3 sets of two-each diametrically opposed to each other and 1 neutral; then there are stray clans that are intent on specific goals related to their history in the World. Etc. So when you start in such an organization you already have background related to it and a body of knowledge to draw upon, etc. Also specific spells related to that clan alone which are built upon through the group's arcane knowledge and continued research (yes, a PC can contribute to that knowledge by forwarding and testing new spell forms). Full integration of classes into Kalibruhn's world structure. Full integration because of the TOP-DOWN design. You are giving me much to think about.
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Post by Q Man on Jun 26, 2018 22:30:12 GMT -5
Good stuff Rob and I like the Merchant Adventurer, I would play one of those!
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Post by Bartholmew Quarrels on Jun 28, 2018 8:32:23 GMT -5
I customize the classes by alignment. All magic items have an alignment except for healing magic, healing magic will work on everyone, now whether the wielder of healing magic will work on everyone is a different story. Only Lawful Clerics can cast healing spells including from scrolls or other magic items and they are the only ones that can create healing potions and other healing items.
All Classes have pros and cons based on Alignment. Changing alignment can have a drastic effect on your use of magic items and intelligent magic items don't take alignment changes very well, they tend to get upset.
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Post by Hexenritter Verlag on Jun 30, 2018 20:25:18 GMT -5
I customize the classes by alignment. All magic items have an alignment except for healing magic, healing magic will work on everyone, now whether the wielder of healing magic will work on everyone is a different story. Only Lawful Clerics can cast healing spells including from scrolls or other magic items and they are the only ones that can create healing potions and other healing items. All Classes have pros and cons based on Alignment. Changing alignment can have a drastic effect on your use of magic items and intelligent magic items don't take alignment changes very well, they tend to get upset. Very intriguing, I've never considered doing something like that.
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Post by mao on Jul 7, 2018 7:35:18 GMT -5
One of the huge advantages to OD&D and it's clones are that because the system is so lite, it isnt hard to add classes especially compared to 3x and 4 x
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Post by Admin Pete on Jul 7, 2018 11:36:10 GMT -5
I customize the classes by alignment. All magic items have an alignment except for healing magic, healing magic will work on everyone, now whether the wielder of healing magic will work on everyone is a different story. Only Lawful Clerics can cast healing spells including from scrolls or other magic items and they are the only ones that can create healing potions and other healing items. All Classes have pros and cons based on Alignment. Changing alignment can have a drastic effect on your use of magic items and intelligent magic items don't take alignment changes very well, they tend to get upset. Very intriguing, I've never considered doing something like that. This sounds pretty cool, I use alignment but not to this extent.
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Post by Bartholmew Quarrels on Aug 23, 2018 16:47:00 GMT -5
I customize the classes by alignment. All magic items have an alignment except for healing magic, healing magic will work on everyone, now whether the wielder of healing magic will work on everyone is a different story. Only Lawful Clerics can cast healing spells including from scrolls or other magic items and they are the only ones that can create healing potions and other healing items. All Classes have pros and cons based on Alignment. Changing alignment can have a drastic effect on your use of magic items and intelligent magic items don't take alignment changes very well, they tend to get upset. One of the things about this is that the PCs will frequently find that a lot of the magic items are things that the can't use for one reason or another, so then they have to try to get something of value for it. Of course gifts of magic can be used to seal all kinds of deals as long as you have confidence the deal will not be broken either long term or not until you have gained what you wanted.
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