To be honest i'm disapointed by the new classes.
The strenght of your work on the 5 core classes is the simplicity of it : they are easy to understand and to handle.
The new ones are closer to their 3.5/Prpg counterpart, with more abilities.
In my opinion every new classe should be as simple as the 5 original ones.
Some examples :
Can we imagine a "scout ranger" being a thief variant with ahtletics, handle animal and nature lore as class skills instead of open lock, disable device and sleight of hand ?
Ca we imagine a "barbarian ranger" being a fighter variant with only light and medium armor proficiency but nature lore and perception as bonus class skills ?
Can we imagine a "swordmage treatment" (= strict class-mix without new abilities) for a Fighter-Cleric (= Paladin) or a Mage-Thief (= Bard) ?
Appreciate the feedback. Most of the new classes were intended to provide additional "hybrid" options for the other class mixes, though I did add some things in to capture a more traditional "flavor" and keep them interesting. They're certainly optional, though. If you think there's a need for simpler, more direct hybrid classes, I could certainly insert those (like the swordmage). Should the hybrids be distinct and thinks like the ranger and paladin be variants instead?
If I add some simpler hybrid options closer to the swordmage in design, which ones would you like to see? I can imagine a "warpriest" who is the fighter-cleric equivalent of the swordmage (full casting, improved BAB). Is a direct thief-mage (not sure what to call it; bard already has some baggage and I think gets distinct) and thief-cleric (e.g. inquisitor without special abilities) also something you'd like?
Quick question about the core rules : what do you think about giving to elf and halfling thieves a free skill mastery (on perception and stealth respectively) to compensate their wasted racial skill proficiency ?
It would certainly be good to avoid "wasted" abilities. Free skill mastery is one option; perhaps allowing a free skill proficiency choice would be the other. The former maintains the "flavor" of the race, the latter is more flexible. Of the two, which would you prefer?
Roadkill101 said:
I’ve readthrough the beta once (skimming some sections like spell descriptionsfrex). I like the simplicity and flatmath with what you’ve done here.
I like theinclusion of the arcane caster/fighter in the swordmage. Any plans to include a full-blown divinecaster class (where I view the swordmage as a balancing class to the cleric asa divine caster/fighter, not that I’ve done any sort of in depth comparisonbetween the two)?
Glad you've liked it so far. That's an excellent suggestion, in line with [MENTION=98699]Islayre d'Argolh[/MENTION]'s suggestion for "pure" hybrids. I originally intended that to be filled with an expanded class, but the Expanded Classes thus far do not fill that niche. I'll have to take a look at converting paladin & ranger to variants so I can build a "full caster" fighter-cleric hybrid that's more generic and closer to the swordmage in style.
The bonus spell slots from ability boni is a nice touch. Especially for mages, as casting spells is their primary schtick, IMO itmakes them more viable (and/or versatile) at lower levels before having resortto relying on just cantrips in combat (casting-wise).
I really like the mages offensive cantrip in a damage-wise capacity. IMO the damage output for offensive cantrips in the DDN play-tests was too high for my concept of what a cantrip should be capable of accomplishing.
I do think the clerics healing orison should heal a like amount of damage balance-wise though.
Good -- while I love B/X and BECMI D&D, it was always frustrating to play a caster and run out of spells because you only have one per day. I'm cautious about it being overkill and running into the "linear fighter, quadratic wizard" problem, so I've been concerned that it might be too generous. I thought that the "prepared" versus "cast" slot differences helped give casters greater flexibility (since you can use all your casting slots to cast the same spell repeatedly if you want, but the prepared spells still gives adventuring flexibility) with the power balance being helped by less inherent scaling in spells (most spells now scale with spell slot level, which while related to caster level is not caster level itself).
On the healing orison -- I'm cautious about stepping on the 1st level spells since the orison is "at will", but I can see how 2-3 hp is underwhelming. Would losing the "+WIS bonus" in trade for a fixed "1d4+1" be more appealing without being too generous?
Also really like the fighting styles. It seems to me that that the whole mastery concept could be dropped in favor of allowing fighters to just cherry-pick their style when available, as only Improved Smash seems to have any kind of pre-req. This would allow a bit more character customization to my way of thinking. For those who favor concept over optimization in a character, I think that for those styles where a damage bonus is gained from an ability score, an option (i.e. a set value) should be given as an alternative (specifically powershot and ripping claws). Have you given any consideration to making the individual styles scalable (maybe replacing the current mastery concept) as a way for allowing a character to be more focused on a narrower aspect (a specific type of style, similar in vein to smash then improved smash)?
I'm considering an optional approach to allow fighters to just pick an individual fighting style item rather than follow the "style tree". As is, the ala carte method becomes a bit too much like the 3E feat system. I'm trying to offer something simpler and more streamlined in the basic game, but I can see where the option to be more flexible might be appreciated. I find it a challenge to strike a balance between simple and customizable (the skill system suffers there -- this system is simpler than skill points; an even simpler system might be ability checks only, but then there's the challenge with the "skill guy" classes like the thief -- ultimately I ended up going with the skill system you see because I thought it struck the right balance).
The Return to Oakhurst adventure was really well done. I’m not a big fan of modules/pre-written adventures. Were I aware of more like this, I’d have a better reason to drop money into gaming materials outside of any initial core products (opposed to home-brewing my own adventures).
Thanks -- that's one of my better products! Adventures are my favorites, but writing good ones is tough. I have a sort-of sequel in mind for RoOR for about levels 5-7 that I want to put together to support the playtest ... if I can find the extra time!
The only downside for me (which I don’t care for in general, and house-rule out) was theinclusion of caps for the Dex bonus in relationship to the type of armor.
Great Job!
(Off to readthe Expansion Alpha)
I've considered dropping that -- with the reduced ACs, it really isn't critical. Dropping that feature does simplify the armor system, which is a plus. I want to keep the classes of light, medium, and heavy armor as viable options, though -- do you think dropping the DEX caps still makes them good choices, or would you just gravitate to heavy armor?
Thanks for the feedback guys, keep it coming! If you like 'em, be sure to give 'em a rating on the downloads page, so they become more visible to other people who might be interested.