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Author Topic: Martial arts and the undead  (Read 5050 times)
Ezram
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« Reply #45 on: January 11, 2008, 07:31:15 AM »



 Grin Wonders never cease.
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Ezram
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« Reply #46 on: January 15, 2008, 04:38:47 AM »

I've been reading Back to Basics (as some of you suggested it) and was wondering: would mixing these classes with the standard Spycraft 2.0 classes be okay?
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« Reply #47 on: January 15, 2008, 05:57:48 AM »

I allow both in my campaigns, but not on the same character. Either you have Base classes or Basic classes, but you can't mix the two. If you start mixing weird things happen (like characters getting legacy abilities waaay faster than they should).
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« Reply #48 on: January 15, 2008, 08:04:53 AM »

Also bear in mind that Basic classes are weaker than the core base classes, not by a whole lot, but it is present.
That said, many players are quite happy to pay for flexibility with a bit of power - so it may not be an issue - I would make them aware however.
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« Reply #49 on: January 15, 2008, 09:10:37 AM »

I'm OK with it, but your choice is chosen at character creation. You don't get to take Base classes although Expert and Master are allowed as long as you manage to qualify.
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Ezram
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« Reply #50 on: January 16, 2008, 03:22:16 PM »

It seems like they promote multiclassing more, whereas the Base classes usually provide a Level 14 incentive to stick with them.
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« Reply #51 on: January 16, 2008, 04:36:18 PM »

Personally, I think multi-classing is still plenty well promoted.  The expert and master classes so far can do some really sick things within their particular specializations.  The level 14 incentives, however, mean that there's actually a reason to stick with a base class if you so choose.  Compare this to, say, D&D where you basically just get more of the underwhelming same all the way up the line.  I would seriously consider playing any of the Spycraft base classes at least to 14; with D&D, though, I was looking to get out as soon as possible.
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Ezram
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« Reply #52 on: January 16, 2008, 04:52:43 PM »

Is alternate system bashing a pastime on these boards?

Edit -> Does multiclassing hurt gear picks much?
« Last Edit: January 16, 2008, 05:05:44 PM by Ezram » Logged

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« Reply #53 on: January 16, 2008, 05:05:27 PM »

Only the ones I don't like much anymore.  Wink  There are plenty of other game systems I still play and enjoy, such as 7th Sea and Shadowrun.  In any case, as always I'm simply stating my opinion.  Your milage may vary.
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« Reply #54 on: January 16, 2008, 05:23:23 PM »

Multiclassing can actually land you with more gear picks, if you take classes with the high gear progression, or less, if the classes have the low progression.
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« Reply #55 on: January 16, 2008, 08:43:38 PM »

I hadn't actually thought of multi-classing as a way to bulk up gear picks, but that's a neat idea. Easy way to build a gear reliant generalist, like the old African Alliance from SFA.

I'd concur with the notion that Back to Basics classes tend to promote multi-classing, which seems to be largely a result of the emulation of the d20 Modern Attribute class format. Spycraft agent classes tend to provide more incentive to specialize in roughly the same way as D&D. While it's possible to play a Ranger/Druid/Wizard/Rogue, your caster level and spell selections will certainly suffer, in the same way that a Hacker/Snoop/Sleuth isn't likely to be as good at hacking as a single class Hacker of his level.
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« Reply #56 on: January 16, 2008, 08:56:00 PM »

I hadn't actually thought of multi-classing as a way to bulk up gear picks, but that's a neat idea. Easy way to build a gear reliant generalist, like the old African Alliance from SFA.

If you're looking to maximize a single trick, there are all kinds of ways to multiclass. Pick up those that give 2 wealth at first level, and you can quickly crank that wealth stat. You can do the same with saves.
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Ezram
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« Reply #57 on: January 16, 2008, 09:00:42 PM »

A Tough Hero with the Durability knacks and Hacker levels can be quite effective.
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