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Dragonsfoot Update: Manual of Professions 2

Posted: Tue Mar 22, 2005 9:06 pm
by Mike
Hello all,

Over at the hallowed DF I have just volenteered to become the editor for the Manual of Professions 2. This is where readers can submit their newly created character classes to be professionally published.

It would be nice if any of you had some character classes available to sumbit!

Take Care,

Posted: Wed Mar 23, 2005 5:08 pm
by Fez
It would indeed be nice to volenteer something to the site other than the usual tales of our misadventures, but to be honest I have no idea what the Manuel of Professions is, except grasping at a well informed guess from the title.

How many new professions can there actually be to use in Oeath anyway? I would have thought most bases would have been covered since his lordship Gygax got the ball rolling way back whenever. Are purely adventurer related professions wanted, and therefore variations and on similar themes, or more extreme things like kung-fu town mayors?

I know someone's going to say the best thing to do is go over to Dragonsfoot and check out the old Manuel to find out what its all about, so I'll nip over there now before anyone can state the obvious.

Posted: Thu Mar 24, 2005 2:50 pm
by Mike
The Manual of Professions is all about creating new character classes for AD&D, first edition that is.

In the past people have created Templars, Bounty Hunters, Redeemers and all sorts of adaptions of the original classes. They are usually adaptions to match a popular book, film or fantasy image (such as swashbuckler, pirate etc)

Realistically you can create any sort of image you want for the classes issued in the PHB but the MoP gives you a nice set of new classes whilst reducing the brain time required to create them yourself! :D

Erm, hope this makes some sort of sense . . . .
Mike

Posted: Thu Mar 24, 2005 3:54 pm
by johnriley1uk
It is useful, but sometimes can create a very disorganised and disparate set of classes that don't really belong in a given adventure.

Personally I like to keep unusual classes to an absolute minimum, so that, like the dwarves in Barovia, they are exceptional and create serious questions leading in turn to new plot twists and new adventures.

When the odd classes become normal, there is nothing normal about the whole campaign....

Posted: Sun Mar 27, 2005 3:20 pm
by mr_e
The first two classes that spring to mind would be a preacher/missionary class, someone duty-bound to convert others to the ways of his deity or cause, and a leper class, just for a laugh. Of course, I don't have enough experience of the rules to create these, but anyone wishing to help me would be most well-received. I'd imagine the preacher to be high-charisma and annoyingly persistent, maybe a few low-level clerical spells and fighter-based, but I really can't see it being anything other than an npc.

Posted: Mon Mar 28, 2005 12:22 pm
by Mike
mr_e wrote:The first two classes that spring to mind would be a preacher/missionary class, someone duty-bound to convert others to the ways of his deity or cause, and a leper class, just for a laugh. Of course, I don't have enough experience of the rules to create these, but anyone wishing to help me would be most well-received. I'd imagine the preacher to be high-charisma and annoyingly persistent, maybe a few low-level clerical spells and fighter-based, but I really can't see it being anything other than an npc.
Will give any help that you need to create this class, its mostly about bending existing rules to meet your image anyway so its not that difficult.

Will speak to you about it soon,