I'm going to be posting again here and there. I hope that's okay with everyone.
Furthermore, since I'm in a D&D campaign with friends, I feel like writing about it. Tee hee!
Not about the campaign directly, mind you. Just about D&D in general. Actually, nix that, I will write about the campaign. It's thetakogun's show this time. He had fond memories of the Rym campaign he ran way back when, so he fired up another one. It's pretty enjoyable thus far! It's a bit strange, though. For one thing, we have only three people, so we're a bit reliant on an NPC fourth character, and it's also rather house-ruled.
That's a bit euphemistic. To get right to it, we're using a alternate class module, what the creator called a "forced multi-class system". If you're not into D&D, that was word soup. In order to understand what it does, I'll have to explain the basics of what a player character in D&D is.
A player character in D&D is a mostly defined by their abilities, which they get mostly from taking class levels. Usually, those levels are in the same class, so you have, say, a level eight fighter or something. They get the rest of their abilities from their species, the equipment that they obtain in their adventures, and also the feats they gain with levels. There's more to it than that, but as to how they operate in the world, those are the major things.
Way back when, one of our friends grew frustrated with way that the classes grew and their contents. He noticed how some classes have multiple 'things' going on in them. So he designed a hack of the system to let people define their characters a little better, as well as ensure that every level was interesting and meaningful. I actually know what he was talking about: in third edition, sometimes a character goes up a level and all they get is a another base attack point. That's not a lot of fun. That problem is non-existent in the Forced Multi-Class module.
Oh, yeah, I forgot to mention that: this campaign is in third edition. Forgot to mention that.