second article in English, following the one where I was discussing “Ascending Hit Points”. This time I will talk about a custom class I created some time ago in order to retro-convert a 3rd edition adventure. Not sure I have already said already, but, for your information, I am not interested a lot reading about revised rulebooks and knowing how to combine effectively feats or special abilities. I love however reading adventures, in my opinion these are bread and butter of every Dungeon Master. Being limited the material translated in Italian, in my country is quite common for players concentrate on rulebooks. Imagine I met seasoned players (with more than 10 years’ experience) that had never played an official module. They usually told me they were writing their own story. I honestly think they were doing a good job, however I am convinced that you would not go around saying that the book you wrote is the best one, without having read before the classics. Instead, this statement is so common in my country.
Anyway, I am going a bit out of the scope of this article. I was saying that, if you like adventures, you might want to retro-convert one or some of the characters contained in it. What happens if you need to do that practice for a class which does not exist in your rule-set? That what happened to me for the 3rd edition Sorcerer. The possibility to cast spells without memorizing them in the morning was foreseen originally in “Spells and Magic” book, but I really never used that option. I do not like spell-points. I then decided to move in a direction that might be used with the core system, without touching the rules.
I anticipate this class is not fully tested, so please, be forgiving with me.