Quirkiness of Adventurers Backpack Classes

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Persimmon
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Quirkiness of Adventurers Backpack Classes

Post by Persimmon »

I was a KS backer of the Adventurers Backpack but when it finally came out, I was pretty disappointed in the new character classes. So disappointed in fact that it contributed to me abandoning C&C for awhile. It just seemed that the new classes were too niche and/or overpowered compared to the classic ones or simply overlapped what existing classes did too much. I liked a couple, like the archer and warrior priest and it was great to see the thief back, but the others, not so much.

Upon re-reading them, however, I'm seeing ways in which some of them could work in the right setting/story arc. In particular, it seems that many are ideal for an Apocalyptic End of Days campaign like that posited by the Shadow of the Demon Lord game. Divine Knights, Ethereal Knights, Foresworn, Oathsworn, and Seekers would all fit perfectly in such a game as their class descriptions offer ready-made backgrounds. In fact to me these sound more like fictional characters (I'm currently reading the Wheel of Time series) than your standard RPG classes, but that makes them interesting for this kind of adventure path. You could put together a whole party of fanatics/outcasts that would excel in such a setting.

Others could be easily refashioned for other settings like Asian-derived ones. For example I can picture a Warrior Priest or Foresworn as a sohei (Japanese warrior monk), in the latter case a sort of ronin hybrid. Or a whirling Dervish type. The Pacer could be reskinned as a yakuza. The Archer could be your Central Asian nomad type, or a samurai.

Even the Magic User, which I really disliked at first, has some potential value in the right setting. And I appreciate the fact that they added spell-casting options for the Bard, Paladin & Ranger. The bard spell lists in particular are great; as you get a combination of druid & illusionist offerings. To me this is nice, especially given that demi-humans have bard as a favored class. A gnome arcane bard is right up my alley.

And while not directly related, one tweak we use for rangers is that at character creation, the player chooses a path to determine how the combat marauder effect is applied. The choices are Path of the Warden (humanoids); Path of the Huntsman (Giant & mundane animals, including lycanthropes); or the Path of the Guardian (Otherworldly Horrors). And for archers, I give them the bow specialist fire rate from Unearthed Arcana. So at first level they already get two attacks with a bow, plus the double damage at point blank range.

So how are others making use of the AB classes, if at all?
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Lurker
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Re: Quirkiness of Adventurers Backpack Classes

Post by Lurker »

Funny you mentioned it, we talked a bit about this Monday night - well the rest of the group talked I was stuck just listening since my internet was so messed up that anytime I talked it would freeze up and drop me from Discord -

The coconscious was in line with your for the most part they are over powered, redundant or too niche for a standard game. I'll admit I have only gave them a glance through and didn't dig in to much, but on the glance I tend to agree with that.

That said, I never considered an apocalyptic fantasy game … not my cup of tea, but if it is yeah they may be a good choice.

Interesting take on them for a Far East setting with a little flavor change to the class. I'll have to look at them through that kind of lens. I always love a Japan China game, and would LOVE to have a setting or campaign for the Trans-Oxiana area, so they may be good food for thought for those areas/settings.
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Captain_K
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Re: Quirkiness of Adventurers Backpack Classes

Post by Captain_K »

How is the thief different than the rogue? Really? I fully agree, rather underwhelmed with the classes. Having said that, one of our folks is playing the holy knight and loving it and its nice. Another is a warrior mage... not sure if that is AB.

I like the spell casting old classes....

The back packs and equipment are nice.

Some classes that make sentient magic items and the runecaster are tough and really need work to fit in.

Surprised no Mentalist / Psionics class

I make the Archer a "Marksman" and let them choose their ranged weapon (my gnome is a slinger).

I tried to work a Rune caster into the game, each rune was so vague and in some cases poorly written... it was always a surprise... and a ruling on the fly....
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Captain_K
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Re: Quirkiness of Adventurers Backpack Classes

Post by Captain_K »

I would have liked to have seen suggestions on how to make "subclasses" out of base classes with well thought out minor changes.
Samurai - Fighter with a few tweaks.
Ninja - Assassin-Monk
Etc...
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maximus
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Re: Quirkiness of Adventurers Backpack Classes

Post by maximus »

Yup, I was also disappointed in the classes. I voiced my opinion during the KS, as we were allowed to preview and comment. Oh well, as a book it was better than that stinker Tome of the Unclean...

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Re: Quirkiness of Adventurers Backpack Classes

Post by Grandpa »

Persimmon wrote:
Thu Jul 08, 2021 2:46 pm
I was a KS backer of the Adventurers Backpack but when it finally came out, I was pretty disappointed in the new character classes. ... It just seemed that the new classes were too niche and/or overpowered compared to the classic ones or simply overlapped what existing classes did too much. I liked a couple, like the archer and warrior priest and it was great to see the thief back, but the others, not so much.
Except for a few examples this has been my experience with most sizable class addition attempts since the original Unearthed Arcana of 1st Edition.

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Re: Quirkiness of Adventurers Backpack Classes

Post by Lurker »

maximus wrote:
Thu Jul 08, 2021 10:42 pm
Yup, I was also disappointed in the classes. I voiced my opinion during the KS, as we were allowed to preview and comment. Oh well, as a book it was better than that stinker Tome of the Unclean...
Of course it was a stinker, the subject was unclean. It is in the title. Now if they washed used some soap and a little deodorant, then the smell would be more pleasant …. :D

Sorry couldn't pass up the opportunity for a good pun.

That said roger, the book missed the mark. Lots of good ideas just too weak of to much conflicting information in it.
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Captain_K
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Re: Quirkiness of Adventurers Backpack Classes

Post by Captain_K »

The basic classes really do have most of it covered. tweaks to them are just that tweaks.

balanced ways to handle specific multi class are nice.

Flavor change classes.

But it was a tall order, an they did OK. There some good things in there.

I personally love the back pack cards, as cards, they were great.
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Persimmon
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Re: Quirkiness of Adventurers Backpack Classes

Post by Persimmon »

Yeah, the backpacks themselves are fun, if a bit too full! I enjoyed the polearms treatment (another callback to UA) and found the spells to be a mixed bag, though, as I noted, I like the take on the Arcane Bard a lot. It allows you to bring in druidic and illusionist elements without necessarily having those classes in the party.

I also agree that beyond the base classes you really don't need much if you're a decent roleplayer. No reason that fighter can't be an archer, gladiator, swashbuckler, samurai, etc. Need a ninja? Use the thief or assassin. A couple were more interesting to me, as I noted and I do think I could create a campaign arc that would make some of the more niche ones shine should we decide to go down that route. If nothing else I find it fun to create quirky character parties.
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