Saturday, September 09, 2006

Allowed character classes

The following class options are available:
From standard D&D - Barbarian, Cleric, Druid, Fighter, Monk, Ranger, Rogue, Sorcerer, Wizard. From Eberron - Artificer.

Minor variations will be posted separately for the Cleric and Ranger classes, they give the class a slightly different feel and some other options, but nothing too radical.

No classes automatically gain the Heavy Armor proficiency. If a character wishes to have this feat they must purchase it with a feat slot. This is explained elsewhere in its own post.

All classes that can cast spells should also check the few rule variations that relate to the magic system.

Prestige class options will be covered in other blog posts.


NB: The Artificer class is detailed in the main 'Eberron Campaign Setting' and will not be posted here.
http://www.wizards.com/default.asp?x=dnd/eberron


Some of the reasoning behind the idea

I like the idea behind the Artificer class that they are learning to make and use minor magic items without having the full spell casting ability of Wizards. I think it fits in well with the idea of gobliniod races who are recovering and using/examining magic items taken from the dwarven strongholds they are conquering.

Paladins are an archetypal fantasy RPG class, but not really what I'm looking for in this Orcs and Goblins campaign setting. I've mentioned previously that I don't like how they restrict options available to the whole the party when making a decision, and that was also a reason to exclude them.

For Bards, I like the social skills and influence they use in the game. But having them cast spells and magically influence things with music doesn't really fit in with the feel for the game, so they are out. I'm hoping rogues with a non-typical skill/feat choice, and casters with a focus on charm spells will be able to take the role of social manipulators in this game.

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