Hello,
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.