Common, Uncommon and Rare Classes
- MedievalMan
- Posts: 1296
- Joined: Thu Mar 29, 2012 4:19 pm
- Location: Sacramento, CA
Re: Common, Uncommon and Rare Classes
Like I said most kits I would never use. Like you said Smoot their were no rules for their creation, so designers went hog-wild in their approach and you got all sorts of crazy power differentials. I liked the kits in the two books above because they were at least somewhat balanced.
Re: Common, Uncommon and Rare Classes
I also like kits. My "quasi-classes" are a sort of amalgam of ideas related to Sub-Classes, Kits, Templates (a 3.x on idea), and a concept that Gary Gygax once obscurely referenced using the term quasi-class (and unfortunately I cannot remember where exactly this was done, likely somewhere in early issues of Dragon Magazine around the time of the original Cavalier, Savant, and Thief-Acrobat).
The idea there, is that a set of class-like abilities are layered upon an existing base class to enhance the class. The difference between actual kits and this idea is that the quasi-class can be any logical choice, rather than being made specifically for a particular class (such as Fighter Kits). They are different from Templates as well, in that they scale with the level of the character (while 3.x templates give a one time (at the time one applies it) modification of the character, such as becoming undead or something similar).
I preferred 2e over 1e (just seems a little more polished), so I will likely also like the Myth & Magic game, especially if they go cheap/free for pdf copies and do more with supplements... where I can pick & choose which options I want to include in my games.
The idea there, is that a set of class-like abilities are layered upon an existing base class to enhance the class. The difference between actual kits and this idea is that the quasi-class can be any logical choice, rather than being made specifically for a particular class (such as Fighter Kits). They are different from Templates as well, in that they scale with the level of the character (while 3.x templates give a one time (at the time one applies it) modification of the character, such as becoming undead or something similar).
I preferred 2e over 1e (just seems a little more polished), so I will likely also like the Myth & Magic game, especially if they go cheap/free for pdf copies and do more with supplements... where I can pick & choose which options I want to include in my games.
Is it really the end, not some crazy dream?
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- Blazeguard
- Posts: 1284
- Joined: Mon Jun 20, 2011 10:48 pm
- Location: Saskatoon, SK, Canada
Re: Common, Uncommon and Rare Classes
They have both the Player's Starter Guide and the GM's Starter Guide available for free on drivethrurpg and their own site (New Haven Games - although you have to register for their forum). The Player's Guide takes a character up to level 10.
I threw both up in my Google docs folder
Player's Guide - https://docs.google.com/open?id=0BzCBl0 ... y1zYU5rOEE
GM's Guide - https://docs.google.com/open?id=0BzCBl0 ... 1oxMElnS2s
I threw both up in my Google docs folder
Player's Guide - https://docs.google.com/open?id=0BzCBl0 ... y1zYU5rOEE
GM's Guide - https://docs.google.com/open?id=0BzCBl0 ... 1oxMElnS2s
The problem with doing something really stupid to impress people is that they may just be impressed by how stupid you really are.
Re: Common, Uncommon and Rare Classes
Those are very nice (got them when they first got put up). Having a guide that covers first ten levels is fine (as that even covers most of the levels I ever work with), but they specifically leave out stuff like Rangers, Paladins, Druids, etc. (on purpose).... they want folks to purchase the real editions, but as a DM, I want a full toolbox. I want full editions available free (as PDF). When I have a good handle on stuff, I will buy real books (as I have for BFRPG and other games). Of course, you all are aware of my other managed site: https://sites.google.com/site/rpgfreelist/
I would like to see an actual list of what is missing from these starter editions compared to the real editions (aside from the levels/abilities beyond 10).
I would like to see an actual list of what is missing from these starter editions compared to the real editions (aside from the levels/abilities beyond 10).
Is it really the end, not some crazy dream?
Find Me:
https://mewe.com/i/robertsmoot
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Find Me:
https://mewe.com/i/robertsmoot
See my shirt designs:
https://www.teepublic.com/user/smoot-life
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