13 thoughts on “Blood & Treasure Class Tables – A Preview

  1. Not sure what CODzilla means, but I'm running two playtest groups through the system right now and haven't noticed the spellcasters dominating.

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  2. Gotcha – I don't think that's the case. In general, I did my best to walk back the power level. Clerics, for example, can't automatically swap out spells for cure spells, and they don't get domain spells added on top of other spells. They're competent at fighting, and they have good spells to choose from, but they do have to make those choices. We currently have a gnome cleric (of Hercules) and a new half-orc cleric using the variant “specialty priest of war” rules, so I'll be on the lookout for them dominating the game moving forward.

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  3. The rules for specialty priests are very simple – in essence, you trade out the iconic “turn undead” for a different ability inspired by (or sometimes taken from) the 3E cleric domains. Simplicity is the name of the game.

    Release should be pretty soon – I'm editing the work now (with some help – thanks Tanner!) and doing layout and playtesting is ongoing. While B&T is not revolutionary (it's designed to be a synthesis of the different editions), I do want to make sure it works before I release it.

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  4. Feats are there as an optional rule, and they are simplified. Dig up my old post here about “Boons” and you'll get the idea. No feat chains – they're just designed to give little boosts to make a given character a bit more distinctive.

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  5. I'm curious to why some of the classes had their hit die decreased(like the fighter). Why not just increase the hit die of certain weaker classes like how Pathfinder did(rogue went to d8, wizard to d6)?

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