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28

It wasn't, it just wasn't in the first players handbook. Player's Handbook 2 defines classes for Avenger, Barbarian, Bard, Druid, Invoker, Shaman, Sorcerer & Warden. My first, and so far only, D&D4 character is a bard. It works as a "Leader" type role, balanced between healing/buffs and some shiny damage effects. I'd guess that they got stripped ...


21

These are bascially listed in order from “smallest and easiest” to “biggest and hardest.” Step One: Eliminate the lost spellcasting level at 3rd There’s literally no reason for it. At the time, it may have been believed that there were advantages to spontaneous casting that demanded it as a balancing factor, or, as rumored, Monte Cook may have just hated ...


19

Reading your description it sounds like you are interested in playing certain personality traits more so than the specific rogue skills and abilities. My advice is to play any class you want, giving your character those mannerisms you enjoy. Instead of the fighter with 18 strength, a greatsword and platemail consider playing one whose highest stat is ...


19

In such cases, it's often best to let the original author speak for themselves. Fortunately, Doug Schwegman does so at the start of his article where he introduces them to D&D. . . . I believe it is a logical addition to the D & D scene and the one I have composed is a hodgepodge of at least three different kinds, the norse ‘skald’, the celtic ...


18

The first Player's Handbook was meant to capture the most accessible, easily explained character classes and races. The awesomeness of the bard requires a little more experience with D&D to really appreciate.


17

From the DMG, pg176: Prestige classes offer a new form of multiclassing. Unlike the basic classes found in the Player's Handbook, characters must meet requirements before they can take their first level fo a prestige class. The rules for level advancement (see page 58 of the Player's Handbook) apply to this system, meaning the first step of advancement ...


15

Adam, I designed three new 4E clases for Goodman's Forgotten Heroes and helped develop and playtest nine of my co-authors'. Here's what worked for us: Decide what the key appeal of the class will be. How will playing this class be different from other classes with the same role? (It helps to answer this for all the existing classes within that role: how ...


15

Start by talking about the characters as people, not as game pieces. Use the background of the game appropriately to give you ways to find out about them beyond game stats. Here are some examples of what I'm talking about: In modern games, I have given players job application forms to fill out for their characters (we were playing a superheroes-for-hire ...


15

Anything a Seeker can do another class can do better. Much better. Here are the trends, there are exceptions, but they are rare. I will compare Seekers to real controllers, like Wizards, Invokers and Psions. I will call them WIP for brevity. Hunters are comparable to Seekers. Survivability Seekers have more HP and lower AC than WIPs (Wizards and Psions ...


15

You're confusing the fluff with the mechanics. The fluff of the truenamer is awesome, taken from all sorts of stories1 Unfortunately, the Truenamer handbook shows us that this brilliant promise of narrative isn't particularly well supported by the rules, which were likely unplaytested and only lightly edited. This mainly stems from two of the class ...


13

Classes: Artificer Assassin Monk Runepriest Warlock General Backgrounds: Burglar Circus Performer Curious Archeologist Cutpurse Early Life - Imprisoned Early Life - Test Subject Martial - Guild Orphan Occupation - Criminal Occupation - Poison Master Occupation - Thief Penitent Recent Life - Explorer of the Ancient Recent Life - Freeing Slaves Recent ...


13

You've run into a common problem - "Party RPGs with non-Party Characters". Same Page Tool can't fix groups who want different things, and it also can't fix game design that works against it's own game premise. You have a few options: Class Limiting "Hey, we're playing X kind of game and these classes/types in this game don't fit that. Can we just ...


12

A list of classes that start with thievery, ordered by ability: Thief (Essentials) These folks are rated the highest due to the Level 2 ability: Skill Mastery (which gives an extra success on a 20) and Dex is their primary stat. They also get rogue utilities which can enhance thievery significantly. Rogue Excels in thievery for the obvious reasons. ...


12

The term "class level" in the description of any class feature always refers to your level in that class. So for that feature, it refers to your Kensai level.


12

Slower Progression, But More Spell Slots Sorcerers get two more spell slots per level than Wizards do. The tradeoff is that they go up the spell levels a bit more slowly (exactly one level later). Is that trade worth it? If you don't think so, you can switch it around and it won't make a big difference. Wizards also get bonus feats that Sorcerers don't get, ...


11

Mages in 4e are actually not pathetic at low level; in general, the designers made a strong effort to keep classes balanced and effective from top to bottom. Most of the time, it worked. However, I do think that in general some classes are harder to play than others, which I think is relevant to your question. I've bolded the classes that appear in the ...


11

I'm going to take a strangely contrary position here. Don't worry about it. Imposing or even suggesting classes without concomitant system mastery will not produce a good result. I have found that, in starting a new campaign, peoples abilities to predict what they will and will not like to play are extremely poor. Instead of trying to make decisions for ...


11

Houses of the Blooded is an interesting, “anti-D&D” take on nobles. It's a game about honor, tragedy, and being hindered by one's passions and desires. You will be the source of your own downfall. In Houses, you play a noble. A character with a past. A character with a family, with vassals, responsibilities and duties. The Law is an ever-present ...


11

Sorcerers vs. Wizards without Spell Points The thing with Sorcerers is, their Spells Known table looks a lot like the Wizard’s Spells per Day table, level-by-level. That means that for all the Wizard has to prepare his day in advance, the Sorcerer has to plan his life in advance. The Sorcerer does not have a versatility bonus. The Wizard is massively ...


11

20th-level cleric spellcasting is optimal You may not want 20 levels of the cleric base class. You absolutely want to cast as a 20th-level cleric does, however. That means no other base classes, and only prestige classes that offer “+1 level of existing (divine) spellcasting class” at every level that you take. Aside from spellcasting, cleric level only ...


11

Simple: he is a true believer of the true Pelor, The Burning Hate. It’s just fanon, but it’s a pretty fun one. Might make for a really cool character, and a very interesting plot hook. Depends whether or not you had important plans that hinged on Pelor being as described in the books.


11

In 4e divine power doesn't come with all the alignment constraints it had in prior editions; gods rarely involve themselves in the mortal plane, especially to empower/disempower individuals. If a follower of a god turns against their tenets (such as a servant of Pelor becoming unaligned or even evil), the god won't (can't?) just cut off the character's ...


11

The Legend system has something akin to what you describe. All characters are built from class templates, which themselves contain three "tracks" that represent the progression of different sets of abilities. Characters may swap out tracks from the core class to achieve a kind of multiclassing. When playing one of the six "standard" humanoid races in ...


11

There is no hard rule about alignments and classes, or classes and races. The book specifies generalities, and also gives counter examples. For example, in the Paladin class under the Oath of Vengence Tenets (page 88 of the Player's Handbook), it says that Oath of Vengence Paladins are often Neutral or Lawful Neutral in alignment. A neutral good tiefling ...


10

Look into backgrounds, introduced in Player's Handbook 2. They can allow a player to add a skill to their class's skills list.


10

You may also enjoy a Bard. Though they are often dismissed in 3.5, Bards can actually do some pretty awesome stuff. I planned out a sneaky/trickster Bard for a campaign that never happened: His spell choices were illusion magic, grease, expeditious retreat, etc. Almost all spells could be used to avoid or escape direct combat. And if it was inevitable, ...


10

Flurry of Blows Attack Bonus as Phill's answer, but damage includes the full Strength bonus. A monk applies his full Strength bonus to his damage rolls for all successful attacks made with flurry of blows, whether the attacks are made with an off-hand or with a weapon wielded in both hands.


10

First, you ask is this considered fair enough? My answer: No, it isn't. Sorcerers are behind Wizards on the power curve as it is, this variant rule as it is presented in Unearthed Arcana increases the difference. Then, you ask How can this be fixed? My answer: Not easily. Any attempt (I can think of) to make the Wizard more point-based is going ...


10

The easiest way to emphasize your casters in the early game, is to throw in lots of relevant skill checks, particularly knowledge or spellcraft checks. Almost any spellcaster is going to have relevant skill modifiers, and it proves their place in the party. A related option is challenges tailored to make spells useful. A small item you need is on the ...


10

Warriors may be linear and Casters may be quadratic, but... In 3.5, that doesn’t mean that casters start weaker than mundanes. They don’t. In the situation that most favors mundanes, a straight-up duel at close range at low-level, an archivist or druid can have a significant statistical advantage. This is much closer in balance than higher levels (when the ...



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