Void Munchkin |
I haven't played much RPG, but in the few games of D&D 3.5 I have been in, I liked the idea of "heavily customizable" classes; that's why I liked the idea of the generic classes in UA, my problem was that they are underpowered (mainly the expert) compared to most other base classes, UA even mention they shouldn't be played with the standard classes, I wanted to fix them but the DM didn't want to.
Now I am ready to jump to Pathfinder and I would like to have classes that work like those, I would like if they were updated and upscaled to fit in Pathfinder(mainly the expert, but it could be divided in two classes).
Can someone please help me, I would try it myself but since I'm a bit of a munchkin, it would probably be overpowered.
They are OGL by the way:
UA generic classes
Thanks in advance.
David knott 242 |
I would say go ahead and play them mostly as written, adapted according to the conversion guide (which I think would mostly consist of boosting the hit dice of the Expert and the Spellcaster). I think the warning to keep them separate from the standard classes goes back to the slightly weaker 3.5 classes -- in competition with Pathfinder classes, the generic classes should be just fine -- you would have real choices to make between a generic Warrior and a Fighter, to give one example.
jonnythm |
I'm actually making an RPG that uses generic classes as it's base and "paths" as the way to get into more specifics (make a barbarian path, assassin path, eldrich knight path etc.)
This generic class idea seems to be the idea of the people making Threshold RPG and is interesting in its progression. Not sure when they'll finish, and it seems to be slow going.