Member since December 18, 2020was active Active 1 year, 4 months ago
After posting a number of articles about character classes, some hindsight might be useful. One reason I wrote revisions and additions was to boost player characters’ lowest levels—hence extra spells at the first few levels, modified class abilities, etc. The other reason was to stretch demi-humans experience progression to the full 36 level range. One pothole remains (I’m sure there are others), but this one needs particular attention: saving throws.
What on @#&! (replace with appropriate game world) am I going to do with half-orcs now? Fret not. I do have a few ideas to set them apart from your basic fighter AND make them feel a tad beastly!
D&D BECMI only offers gnomes as monsters (for example, as listed in the Rules Cyclopedia, page 180). I’m sure plenty of other DMs have created their own versions inspired from AD&D or present-day D&D 5e. Not one to follow anyone else’s footsteps, I decided to start from scratch. This article connects with several earlier ones revising the original character classes and addressing the issue of their spell progressions.
Previous “experimental” articles recently addressed a desire to boost low level characters used in the D&D BECMI game. So far, the spell progression tables for magic-users and clerics have been addressed, I’ve given the elf class my take on related issues, as well as the classic thief’s skill progression table. I haven’t addressed the classic fighter and dwarf classes since I didn’t think they needed anything extra. One more topic remains therefore: halflings, the grandest of little heroes.