EdokTheTwitch
2013-08-28, 05:54 PM
Hello Playground.
I've been working on a game that i am supposed to run in about a month, and i am curious what do you think about the class choices i have decided on, and if you could add to the list.
So, originally i planned on just playing the regular E6, allowing all the races and classes possible, and seeing what my players could come up with. However, after i thought about it for a while, i realized it would simply fail, as my players have problems remembering stuff :smallbiggrin:
Namely, they will most likely want to play casters. And that would be ok, i've never had problems running groups of different tiers, as their knowledge of powergaming is pretty scarce. However, whenever someone plays a mage, i can immediately forget about their spell list for the day, because they will NEVER make it, they simply don't have the patience. And this may not be a problem, but it's bothering me, as it can provide an unfair advantage over the mundanes.
At first i considered just letting them play spontaneous casters, but then i discovered something else i hate about casters: spells per day. It really never made sense to me, how can somebody be limited to, say, two Fly spells today? I know it's a silly issue, but i just felt it can easily break immersion, so i decided to take a different approach. I have chosen seven classes (so far), that have the potential to remain active throughout the entire day (some after buffs by me), and decided that would be the classes i will strongly recommend to the players.
Ok, now to the classes:
1. Warblade (no changes in this one, just a flat-out superior fighter, with fun stuff to do)
2. Crusader (same, only paladin)
3. Truenamer (Note this is E6, so the skill checks shouldn't get out of hand, and i will be using a modified DC of 15+hd of the creature influenced + the level of the Utterance)
4. Shadowcaster (Mysteries changed to per encounter, i don't think there will be problems with this, but i do welcome advice)
5. Warlock (he will most likely remain unchanged, though he could get a couple more invocations?)
6. Rogue (adding the shadow hand discipline from ToB)
7. Dragon Shaman (getting the Setting Sun from ToB)
The Rogue and the Dragon Shaman are getting the disciplines because i felt they would probably be boring in combat as they are in their original form, with not enough options.
I have considered some other classes, but i havent found any that would fit. The Vancian (could be horribly wrong on the name, not sure) system of spellcasting is out, so most of the Complete series is out as well. I have considered Dragonfire Adept, but i'm not sure it would feel different enough from the Warlock to warrant a separate class, and i already have the Dragon Shaman with the breath weapon.
So, tell me guys, what do you think? Are those classes balanced? Are there any others i could add? Any help is appreciated.
I've been working on a game that i am supposed to run in about a month, and i am curious what do you think about the class choices i have decided on, and if you could add to the list.
So, originally i planned on just playing the regular E6, allowing all the races and classes possible, and seeing what my players could come up with. However, after i thought about it for a while, i realized it would simply fail, as my players have problems remembering stuff :smallbiggrin:
Namely, they will most likely want to play casters. And that would be ok, i've never had problems running groups of different tiers, as their knowledge of powergaming is pretty scarce. However, whenever someone plays a mage, i can immediately forget about their spell list for the day, because they will NEVER make it, they simply don't have the patience. And this may not be a problem, but it's bothering me, as it can provide an unfair advantage over the mundanes.
At first i considered just letting them play spontaneous casters, but then i discovered something else i hate about casters: spells per day. It really never made sense to me, how can somebody be limited to, say, two Fly spells today? I know it's a silly issue, but i just felt it can easily break immersion, so i decided to take a different approach. I have chosen seven classes (so far), that have the potential to remain active throughout the entire day (some after buffs by me), and decided that would be the classes i will strongly recommend to the players.
Ok, now to the classes:
1. Warblade (no changes in this one, just a flat-out superior fighter, with fun stuff to do)
2. Crusader (same, only paladin)
3. Truenamer (Note this is E6, so the skill checks shouldn't get out of hand, and i will be using a modified DC of 15+hd of the creature influenced + the level of the Utterance)
4. Shadowcaster (Mysteries changed to per encounter, i don't think there will be problems with this, but i do welcome advice)
5. Warlock (he will most likely remain unchanged, though he could get a couple more invocations?)
6. Rogue (adding the shadow hand discipline from ToB)
7. Dragon Shaman (getting the Setting Sun from ToB)
The Rogue and the Dragon Shaman are getting the disciplines because i felt they would probably be boring in combat as they are in their original form, with not enough options.
I have considered some other classes, but i havent found any that would fit. The Vancian (could be horribly wrong on the name, not sure) system of spellcasting is out, so most of the Complete series is out as well. I have considered Dragonfire Adept, but i'm not sure it would feel different enough from the Warlock to warrant a separate class, and i already have the Dragon Shaman with the breath weapon.
So, tell me guys, what do you think? Are those classes balanced? Are there any others i could add? Any help is appreciated.