"Freeform Class Selection", or "A random idea I had a little while ago"


Homebrew and House Rules

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There is always the MCA approach to this... Take the base class and swap out like valued abilities. That should tie up ALL lose ends with concern to balance of full casters. Swap som prof for skills armor weapons and vice versa. Once the table is complete, it should be a sinch!


Just dropping a line here.

The FFCS or Freeform Class Selection validates so many builds it's not even funny. Being able to pick a character out of a show and being able to build a competent character based on the first so easily is a godsend.

Currently I'm putting together a Bone Fighter from Majin Bone with the Monk physical package and Eidolon Synthesist for his sentient armor. May take Rage later for the berserk mode feel.


My DM suggesting something like this and I initially scoffed. But after reading this thread I am wondering if anyone play tested this? Any input would be really appreciated.


We're playing two games with it right now.

It's about as balanced as can be at this point. I still make minor tweaks to it from time to time.

On the power scale it's somewhere between a regular game and a Gestalt game. You have a bit more flexibility, but without the extra power boost that two classes in one gives you.

There are a few minor issues (generally, taking Divine Grace is better than having Good saves if you rely on any mental stat, for instance), but none that are very obviously gamebreaking, and your DM can shut down the few that turn out to be.


Rynjin wrote:

We're playing two games with it right now.

It's about as balanced as can be at this point. I still make minor tweaks to it from time to time.

On the power scale it's somewhere between a regular game and a Gestalt game. You have a bit more flexibility, but without the extra power boost that two classes in one gives you.

There are a few minor issues (generally, taking Divine Grace is better than having Good saves if you rely on any mental stat, for instance), but none that are very obviously gamebreaking, and your DM can shut down the few that turn out to be.

Is the google document you have the most up to date layout of the rules?


Yes.


Just found this, and while I think this is an example of trying to fit a square peg in a round hole (other posters have mentioned different system, I would like to add Anima: Beyond Fantasy to the list) I am loving the information I've gotten from your setup Rynjin.
As a gamer I have a little sweet itch in seeing the skeleton (or nuts and bolts) of a system and I think it makes me a better player and a dm when I understand the game fully. Your point system has helped make the classes more transparent for me.
Good Work!

-LO


Pathfinder Rulebook Subscriber

Wow, I'm glad this thread got necro'd, I'm definitely using this setup in my future games! The base classes are fine, sure, but I've always felt like some concepts really need that extra push to take off (Such as my current character, the elven archer-alchemist Kethrad). Being able to customize your class really does help put the focus on roleplay and character design rather than class and stats.

If you're interested, I'll put my character concept below.

Alchemical Artillery:

My current character, Kethrad, is an elven Grenadier Alchemist (level 7) who focuses on dealing damage with his longbow and supporting his teammates in combat. Nothing feels more satisfying than loading up an arrow with a combined Alchemist's Fire / Liquid Ice (via Alchemical Weapon) and a bomb (via Explosive Missile and/or a Conductive bow) then watching his target practically disintegrate. The only problem is his attack bonus - +13 at level 8 is nothing to write a letter home about. In addition, though his large skill list and 6th-level "casting" makes him quite versatile outside combat I've found his spells to be mostly useless as allies often have better things to do with their standard action.

If I were to rebuild Kethrad with this system, I'd nix the casting and a couple other cute (yet ultimately pointless) abilities to grab some sort of Weapon Training or Full-BAB. I'll post the finished product later this week.


I think may be the scond or third time my linking to this thread ending up in a necro.


Pathfinder Rulebook Subscriber

Here's the link to the class I created with this system. I've gotten up to Level 12 and I'm finding that there are not enough things I want with a spell-less class. I assumed that the Investigator's Studied Combat was a primary ability and Studied Strike was a Secondary, though YMMV.


Pathfinder Rulebook Subscriber

Also, a quick question - I've been wanting to make a Trickster-ish base class, so I was taking a look at the Wizard class and built it using the guidelines given to see what I had to work with, leaving myself with 8 points left as instructed to pay for full casting. When I got to Level 17, however, I noticed that the Wizard can't actually pay for 9th-level casting until Level 19. Was that intentional, or am I missing something?

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