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Post by captaincrumbcake on Jun 2, 2016 20:12:58 GMT -5
You'll have to excuse me if I've already posted this around. It's one of those days! I saw that I didn't clarify a certain point: for this particular class, Checks are made on a d 20, and must result in a score equal to or less than the character's ability score (S, I, W), whichever applies. THE ADVENTURER.pdf (237.51 KB) Keep in mind, this is the first (rough) presentation of the character; referred to as the A-E. I haven't finalized any aspect of it in my mind, but the attributes of it, so far, are along the lines I've been considering.
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Post by bestialwarlust on Jun 3, 2016 8:38:19 GMT -5
Interesting. But the class seems strongly dungeon focused. I like the low HD it makes sense as the class is not "heroic" compared to the others. I might drop the scores must be lower than if I used it. I'm not to clear on the combat I would think just using the MU attack matrix would be slow enough.
For me I'm a big fan of utilizing the existing d6 mechanic that's already in the game so the third level ability I would make it
At 3rd level the A-E only has a 1 in 6 chance of getting lost
and for 5th level
the A-E has the same chance as a dwarf to detect traps and sloping passageways and secret doors.
Another thing I might add just to add a Indiana Jones feel to it. The A-E has a 4 in 6 chance to avoid a trap that has been sprung if the A-E fails then he must make any normal saves required by said trap.
One thing I like about this class it's a great spring board for ideas to modify and really make it fit the individual game.
Just some initial thoughts.
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Post by Admin Pete on Jun 3, 2016 8:49:09 GMT -5
I like the concept although I do have a few comments. One is that I think the XP required should be a little higher: Here is my suggestion as compared to a Cleric Level
| XP
| XP Revised
| Compared to Cleric XP
| 1 | 0 | 0 | 0 | 2
| 500
| 1000
| 1500
| 3
| 1000
| 2000
| 3000
| 4
| 2000
| 4000
| 6000
| 5
| 4000
| 8000
| 12,000
| 6
| 6000
| 16,000
| 25,000
| 7
| 12,000
| 32,000
| 50,000
| 8
| 24,000
| 64,000 or 60,000
| 100,000
| 9
| 48,000
| 128,000 or 100,000
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As regards the special perks at certain levels I like the idea; however, (yeah however) I think that: This way too powerful IMO - I suggest tweaking it. Since no class has this ability I would suggest that at 3rd level they have a 1 in 8 chance of not being lost, and so on: Level | Chance of not Being lost in the dungeon
| 3
| 1 in 8
| 4
| 1 in 8
| 5
| 2 in 8
| 6
| 2 in 8
| 7
| 3 in 8
| 8
| 3 in 8
| 9
| 4 in 8
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Another thing I want to comment on: I think I would split this up as follows: and As an alternate to the above perks, I think there are a ton of options that could be listed for this character class perhaps along the lines of: Level | Options
| 3
| Each player would pick one of 3-5 available options
| 5
| Each player would pick one of 3-5 available options
| 7
| Each player would pick one of 3-5 available options
| 9
| Each player would pick one of 3-5 available options
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With the 3-5 options at each level being one: level appropriate and two: reasonable in power. So there you have it, my feedback and my suggestions, YMMV. I really hope that you get a chance to play test it and create a beta version.
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Post by captaincrumbcake on Jun 3, 2016 11:19:35 GMT -5
(Relief) Exactly what I was hoping to be seen.
To both-- your idea-suggestions have merit; I may borrow some myself for my own version of the class.
A couple of points I will likely keep are: XP for levels. I designed the low XP required with the low HD per each to compliment one another, and to bear witness to the fact the the A-E is not a standard class, like the FM, MU or C. But everyone (DM) will certainly follow their own gut-direction.
Also, they rise fast, but keep in mind they max out at L 9. Yep. The only human class to do this. In theory, this makes even a hobbit adventurer more rough and tumble for dungeon and wilderness adventuring.
I like the d6 mechanic and will likely incorporate it (more) into the "never getting lost" component; which, as pointed out, is too powerful--especially at 3rd level.
And the "killer torch" probably should be reserved for only 8th or 9th level A-E's.
Great comments. Your responses have encouraged me to keep thinking on this subject.
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