Modern Alternate Classes


Homebrew and House Rules


I'm putting together a 1930s modern campaign and am looking to do some modern alternate classes.

What do you think are good concepts for alternate classes?

Do you think this is the right approach to doing modern classes? Do new base classes make more sense?

Are there any good OGL modern classes out there?

What do you think of these I have done thus far? These are a WIP excerpt from the player's guide from my campaign.

Any other thoughts on modern class design?


Will look them over tomorrow


Whale_Cancer wrote:
Any other thoughts on modern class design?

Seriously, play a different game. Please, the d20 system, levels, classes--none of it makes sense for a modern game. Take a look at, jeez, so many systems. I'd definitely look at World of Darkness and Savage Worlds (my favorite RPG) at the very least.

That said, I don't really get some of the changes you made. I like the Captain a lot in theory and flavor (especially the ethos), but I can't figure out what they get in place of a mount, so it seems weaker.


mplindustries wrote:
Whale_Cancer wrote:
Any other thoughts on modern class design?
Seriously, play a different game. Please, the d20 system, levels, classes--none of it makes sense for a modern game. Take a look at, jeez, so many systems. I'd definitely look at World of Darkness and Savage Worlds (my favorite RPG) at the very least.

I like the idea of using the Pathfinder system because the vast majority of people I know are familiar with the d20 mechanic already. It's so much easier than teaching people storyteller and waiting for months until they can properly play it. I've seen too many die not knowing how to properly split their dice pools or not realizing just how problematic it can be to be injured.

mplindustries wrote:
That said, I don't really get some of the changes you made. I like the Captain a lot in theory and flavor (especially the ethos), but I can't figure out what they get in place of a mount, so it seems weaker.

The idea is the rest of his abilities are just a bit stronger to make up for it (for instance, his tactician ability is more flexible). I'm not sure if I've achieved that. The bonus against fear is meant to be particularly useful in the campaign I intend to deploy these classes in.


Whale_Cancer wrote:
It's so much easier than teaching people storyteller and waiting for months until they can properly play it. I've seen too many die not knowing how to properly split their dice pools or not realizing just how problematic it can be to be injured.

Are you talking about the Old World of Darkness? Because I really think the new World of Darkness (which is hardly new, having come out, I believe ~2002) is one of the easiest rpgs to teach--it's very simple and intuitive, and there's no "die pool splitting."

Heck, even the old world of darkness feels much simpler to me than Pathfinder, but I guess if they already know Pathfinder, I sort of understand.

That said, in the ethos section, you mention Hell on Earth, which is a Deadlands setting. Why are you not running this with Savage Worlds, which is the official ruleset Deadlands currently exists under? It's truly fantastic, quick to learn, and the best part, lightning fast in play. I once ran a 22 vs. 4 combat in its entirety in 15 minutes (and no, I didn't use mass combat rules or anything, every creature had its own actions).

Whale_Cancer wrote:
The idea is the rest of his abilities are just a bit stronger to make up for it (for instance, his tactician ability is more flexible). I'm not sure if I've achieved that. The bonus against fear is meant to be particularly useful in the campaign I intend to deploy these classes in.

I don't know, I couldn't even tell what was different about Tactician without really looking following your prompting. I don't think the change really matters, because there are only a small number of teamwork feats worth having anyway. It's no where near the power of another set of actions.

Might I suggest tossing Inspire Courage in there? Not any other Bard song, just that one--let them be truly inspiring. Or, maybe it'd be better if Tactician was passive or at least long lasting--maybe you could spend like 10 minutes or something drilling your allies on a teamwork feat, and then they counted as having it for 24 hours or something like that.

Is there a reason you're not just converting D20 Modern classes to Pathfinder? Or Star Wars SAGA?


mplindustries wrote:
Whale_Cancer wrote:
It's so much easier than teaching people storyteller and waiting for months until they can properly play it. I've seen too many die not knowing how to properly split their dice pools or not realizing just how problematic it can be to be injured.

Are you talking about the Old World of Darkness? Because I really think the new World of Darkness (which is hardly new, having come out, I believe ~2002) is one of the easiest rpgs to teach--it's very simple and intuitive, and there's no "die pool splitting."

Heck, even the old world of darkness feels much simpler to me than Pathfinder, but I guess if they already know Pathfinder, I sort of understand.

That said, in the ethos section, you mention Hell on Earth, which is a Deadlands setting. Why are you not running this with Savage Worlds, which is the official ruleset Deadlands currently exists under? It's truly fantastic, quick to learn, and the best part, lightning fast in play. I once ran a 22 vs. 4 combat in its entirety in 15 minutes (and no, I didn't use mass combat rules or anything, every creature had its own actions).

Whale_Cancer wrote:
The idea is the rest of his abilities are just a bit stronger to make up for it (for instance, his tactician ability is more flexible). I'm not sure if I've achieved that. The bonus against fear is meant to be particularly useful in the campaign I intend to deploy these classes in.

I don't know, I couldn't even tell what was different about Tactician without really looking following your prompting. I don't think the change really matters, because there are only a small number of teamwork feats worth having anyway. It's no where near the power of another set of actions.

Might I suggest tossing Inspire Courage in there? Not any other Bard song, just that one--let them be truly inspiring. Or, maybe it'd be better if Tactician was passive or at least long lasting--maybe you could spend like 10 minutes or something drilling your allies on a teamwork feat, and then they...

I am talking about the old World of Darkness. I would agree that both are simpler than Pathfinder, but, again, people I know already know d20.

Hell on Earth is just the working title for the campaign as it involves an invasion of evil outsiders. I actually took the name from the Doom episode, although I am aware of the Deadlands book with that name.


http://paizo.com/threads/rzs2orw0?Photographyst-An-Alchemist-Archetype#1

I intended this to be old western themed. But it may work for you.

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