Chapter 1: Introduction
So, you want to make a class? Good for you! Too bad it will stink to the high heavens and the nine hells with either the overpowering scent of brokenness or the stings-the-nostrils corpse-rotting badness that is underpowered. Don't even get me started on bad fluff! Don't worry, though, because I, the only and only Dumb-Age Master, am here to help!
"How?" I hear you plea.
Simple! By telling you exactly what to do! By the way, how many Es are in sheep?
But wait, you want to be a shark? Yeah, I guess that is cooler. Now if it was bear vs shark...then we might have a battle!
So rather than spell e v e r y s i n g l e t h i n g t o y o u, I will instead give you some pointers and general guidelines with an -optional- mathematical approach to class-creating. I actually like the mathematical approach myself, as I get so
angry when a guide that is supposed to be complete instead just says something vague and has you figure things out on your own. By golly, if I was any good at figuring things out on my own, I wouldn't be reading a guide, now would I?! *smashes head into wall*
*rubs head* Ugh, I forgot about the fact that class creating may lead to headaches. At least walls don't have fists to punch you with. But they could! Oh yes, they could! You could have your own personal wall army, growing all sorts of limbs to take over the world! Certainly this is very hard, if not impossible, in DnD, though! Whatever shall I do?!
I know! I'll create my own custom class! I'll call it the Wall-Shape Master! Or something with a better name. I dunno. Jeez, if I can't even create an awesome name for my class, how will I ever make the rest of it?! OH NO!
Oh, wait! I wrote a guide. Dur, you are so stupid, Dumb-Age Master. Then again, I -do- suppose it's in your name. What ever shall I do with you?
*Jots down notes for a wall controlling class*
Anyway, as I was so...
s...
l...
o...
w...
l...
y...
leading up to, creating your own class is no small feat! Rather, it's a collection of abilities, fluff, and feats every 3rd level, or even more if you are inclined to create a class with bonus feats! Also, if you can't take the jokes, don't be reading this guide. This guide is one big joke, ya sheep!
I'm kidding, of course. Or am I? You'll never know unless you read farther, wasting your time if it is a joke. At least you'll get a laugh out of it! That is if you're not some sort of anti-joker.
(Batman, is that you? No, wait, Batman's not a shark...) Where would be the best place to start with learning how to make your own class, though? I suppose the basics would be the best place, no? Repeat after me: A...B...C...D...E...etc etc etc.
But no, we must be
why soserious. And stop talking about Batman. Unless you want to make a class out of Batman. We'll cover that later, though.
The best place to start with designing classes? Learn what
not to do. If you learn only one thing from this guide, it should be how to spot a bad custom class when you see one. Granted, you most likely have this ability to some extent, but we must expand this! You must be able to spot the finer mistakes of classes! So long as you know the problem, it matters not if you can fix it, for you can always use trial and error. Of course, this doesn't mean just read the second chapter and then close out of the guide, shaking your head and wondering why the hell this guy seems to love bad jokes so much. You see, my dear Watson, Watsoness to the ladies, and Wantsmoreforless for the min-maxers, knowledge of how to fix flaws are still very important, as it means you are less likely to make a mistake in doing so, or even worse, fix it perfectly after wasting 6 months of your life! As we all know, in our busy world of DnD, we have no time to waste!
So, without further jokes, or at least in this chapter, I present to you Chapter 2:
How NOT To Make a Class