My blueprints for building a class


Homebrew and House Rules


I would like to put out a guide for designing your own class, these guidelines are not relative toward powers but more of an architectural blue print for classes.

1. All existing classes gain something at every level, “no dead levels”
2. Never give a new class a core ability that is the core ability of an existing class.
3. The class should have a flavor to it that makes it feel like a living concept, don’t give them only the abilities that only you want to use but consider abilities that make the most since to the idea. “you will not be the only person playing the class”.
4. Never outshine an existing class at what it does.
5. Always compare to the existing classes for a comparison of power at each level.
6. Looking at the Summoner you can make a specialist that other classes dabble in, remember the flavor.

As a simple guideline remember hat most of the classes follow this pattern
Full base attack = d10hd = no more than 4+int to skills, 3/4ths base attack = d8hd = no less than 4+int to skills, ½ base attack = d6hd = usually full spells (0-9th level spells).

I feel if you follow these guidelines you will have very few problems coming up with a good functioning well rounded class for your gaming world.

I would love to know how others feel about my guidelines and if I missed something that should be added.


i just thought of one more thing.

Let you concept evolve, i have found that many times as i work on my own classes they rarely end up the way i was aiming for. when developing the class flow with the ideas and adjustments you make from concept to finished product, don't get hung up on what you wanted at first.


probably the last thing I'll say, make sure the class can do its thing better than a character with cross class levels and feats.

again i would like some info about my blueprint.


no opinions?


They're some good guidelines, northbrb, especially for inexperienced designers. I think 'blueprint' is probably a bit too ambitious of a title to apply to them, however - you offer very little in the way of actual design framework, merely state the patterns established by paizo.


i guess your right maybe i should have just called it my guideline for building a class. but i still hope it helps people trying to design a class for there own game.


northbrb wrote:


2. Never give a new class a core ability that is the core ability of an existing class.
4. Never outshine an existing class at what it does.

Although i perfectly understand your point, i don't agree with these two points as absolutes.

It is perfectly okay for a class to get an ability already possessed by another class.
A class linked to nature could perfectly have some abilities similar to those of the Druid or Ranger for example.
And even if a class has an ability, it doesn't mean it excels in it. Another class could perfectly be more specialized in that aspect, like a healer could have a Lay on Hands ability, and be better at it than a Paladin.


you are right, what i meant by never give a class an ability that is the core ability of an existing class is that you should not make a new class that also gets sneak attack that is as powerful as the rogue or don't give a new class a better rage then the barbarian.

there are already classes out there that share some minor abilities like uncanny dodge, trap sense, etc etc.

this is also in regards to never outshine a class at what it does, you would be killing a barbarian if you made a new class that rages better then the barbarian, you can make a class that specializes in a small aspect of other classes but i think that as a rule you shouldn't compete with another classes core ability the ability that represents the class.

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