Your Own Design Goals

Ellington

First Post
Well, since people seem to have differing opinions on the design goals posted in the blog so far, I figured it might be interesting to see what design goals you guys would set forth for the various classes if you were on the design team. You can do it for classes who's design goals have already been posted or other classes you expect to see in 5E. I'll start us off with my vision of the bard:

The bard inspires others:
When you need to get the very best out of your allies, the bard is the go to man. He improves the competence of his allies in and out of combat. Allies should be thrilled to have a bard along as he makes them capable of things they wouldn't be without him.

The bard is a performer:
Whether it's by music, speech or dance, the bard is a master of influencing others with his artistic performance. He can be the aloof halfling minstrel playing the lute or the courageous viking skald wading into battle chanting hymns, but his performance is key to his success.

The bard is a dabbler:
While other classes may be the best in their respective fields, the bard can do more things at a respectable level than any other class if he so chooses. He may not be able to fight as well as the fighter, heal as well as the cleric or cast as powerful spells as the wizard, but he is still competent in all those fields.

The bard is charismatic:
The bard has a strong personality. His charismatic nature often makes diplomacy the superior option over combat, whether it's by personal charm, a ridiculous lie or by boastful intimidation.

The bard is knowledgeable:
The bard is a class above when it comes to random trivia. Whenever the party encounters a novel situation, you can count on the bard to have interesting trivia on the subject that he's picked up on his travels.
 
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Minigiant

Legend
Supporter
The ranger is a master of the wilderness.
The ranger is a rugged and self-sufficient individualist who survives in the outdoors with skill, might, and a little magic. Unlike the druid who commands nature and moves it to suit her needs, the ranger adapts to nature and lives along with it.

The ranger's travels has gifted him the innate ability to track and hunt enemies. Rangers can find the directions of footprints in the mud and the fur caught on a twig. This tracking ability allows the ranger to provide a good meal from hunter from himself and his allies.

The ranger also has to deal with the creatures of the wilderness. The ranger can calm and charm animals much like a druid. The ranger can even bring an animal to be his companion. And when that fails, they are more than enough of the warrior to fight them off. And since the wilderness of D&D is one of high fantasy unike our own, the ranger's combat skill is great enough to deal with fantastic beasts and monsters. Rangers can wrestle with magical beasts like owlbears, duel with malicous fey like hags, and rumble with savage humanoids like gnolls and orcs.

The ranger is perceptive and sneaky
Everyone sees but no one sees what the ranger sees. What the ranger hears. The ranger's sense of perception is so great that it is near impossible to spring an ambush on the ranger and his allies. This acute perception also aids his tracking skills and lets him notice the imprint of a toe or the broken branch kicked to the side. And this perception leaks into stealth allowing rangers to be amost as sneaky as a rogue... even when combing in the city streets or deep in a dungeon's corridors.

The ranger is a warrior

The ranger does not have fighting as his go-to approach but he is no slouch in combat. Even without the armor and greater skill of a fighter, the ranger is an extremely dangerous threat when weapons are drawn.

The ranger plays favorites

Every ranger has a preferred way of doing thing, their own stye. Every ranger has a preferred weapon style and can almost match a fighter in fighting this way. And the ranger also has favored environment to exist it. Also the ranger has favored enemies, enemy types he hunts above all else. And that list of hunted foes grows with each battle.
 

steeldragons

Steeliest of the dragons
Epic
Not that I expect to see any of this, I hope at least some will be the case...

The mage is knowledgeable...
The mage is knowledgeable in all (or at least a smattering of) things arcane. Be it from their years at the Wizard's Academy, individual master/apprentice tutelage or getting a few sheaves of parchment from the local hedge wizard and teaching themselves, the mage has a chance to have knowledge on just about any arcane topic. Whether the background is "Sage" or "Scholar" or "Apprentice" (or whatever else), they have perused more pieces and topics of knowledge than any other class. They can Read [Arcane] Magic by default, having first and foremost mastered the language of their Craft. This is no longer a "spell", but a mundane innate class skill. They may know mystical or medicinal herbs, some history of or identify (without magic) that legendary item you just found, or warn you the diagram on the floor being a "binding circle" used for conjuring demons...identify (and perhaps know the weaknesses of) magical beasts, places of power, a chance to know (or at least heard/recall something of) topics occult. The extent, detail, and accuracy of their knowledge may vary from topic to topic depending on numerous variables.

The mage is, foremost, the quintessential spell caster...
Through their intense interest, study, force of will and/or innate gifts (through background and/or themes), the mage works magic...and tirelessly seeks to increase their proficiency in that work. To blast the goblins, open the door, see behind the door or across the valley, undo the enchantment half the party has fallen under, or ride the winds, the mage has the ability...with a bit of luck and the right spell in their grimoire...to handle just about any situation that may arise. If a ritual or scroll is found (and time to study and prepare available) a mage can cast just about any type of effect through/with their magic.

The mage is intelligent and thoughtful...
Beyond their knowledge and their spell casting, you need to have an above average brain to be a mage. You do not dive into situations on whim. Study, analysis, consideration of the options, careful selection (and implementation!) of their limited mystic resources is essential to succeed and increase one's power. Those young mages who act only on impulse very often do not become old mages.

The mage is not, necessarily, a "sorcerer"...but may be...

Sorcerer as a Class no longer exists [in my personal design goal, here] but is achievable through certain Background and Themes...be it the "Arcane Bloodline" background or "Innate Caster" or "Arcane Adept" (or even just "Sorcerer" so people know what they're getting) or whatever-they-term-them Themes, a mage may possess some innate talent for magic or simply be trained in utilizing the energies of the universe to conduct their spells (or some of their spells) through spontaneous casting. Though increasing ones knowledge/repertoire (and book of spells) is still necessary and always desirable.
 

hafrogman

Adventurer
The barbarian can be from any culture
Barbarism is a state of mind, a disconnect from the cultural mores that surround a character, be that through unfamiliarity, disregard or contempt. Any culture can produce barbarians, and they are not welcome at the dinner table in any of them. This is not to say that a barbarian must be gruff, unlikeable or socially inept, simply that their frenetic pace and lusty embrace of life is often at odds with the rest of the world.

The barbarian is offensive
The best defense is a good offense. The barbarian embraces this ideal, risking injury to visit worse upon their foes. Often the first into battle, the barbarian eschews defensive abilities and tactics for a focus on bring their opponents down.

The barbarian is impulsive
The barbarian kicks the door in, and lives to tell about it.

The barbarian is unstoppable
Barbarians suppress fear and their own minds while fighting. Once their blood is up, it is difficult to change their path. Attempts to influence them, naturally or through magic are often ineffective, as the barbarian reacts on pure instinct. Hold person, fear, suggestion, these things are easy for the barbarian to shrug off as he or she simply doesn't notice. If you wish to stop a barbarian who is trying to kill you, you must fight him on his terms, and drive him into the dirt before he will submit.
 

Ramaster

Adventurer
I think my barbarian goals differ a bit from yours.

A barbarian is angry:

Regardless of gender, race, culture or general behavior, a barbarian is ANGRY. This anger may spread to all facets of her life, but some barbarians are known to be pretty likeable individuals. The trait that their share in common is that, when all is said and done, the barbarian enters rage and kicks butt.

A barbarian is resilient:

They may not have the quickest reflexes or wear the heaviest armors, but they can take untold amounts of punishment and keep on fighting (more so when they rage). A barbarian's resilience allows her to resists poisons and the cruelest of weathers, her stubbornness allows her to shrug off most mental tricks and magics, because they are single minded.

A barbarian is physical:

Not only do they have huge muscles, they are also as fast a panther and have the keen senses of a hawk. When they need to they can hide in the bushes, painted with mud a camouflaged with leaves, waiting in ambush. They can climb trees, lift boulders, swim across rivers, leap across chasms, knock down doors and run for hours on end.

A barbarian is brutal:

They prefer fighting styles that put emphasis on their capacity for brutality. They wield two-handed weapons, cleave on enemies, knock their foes prone, brake their weapons and armor and punch/kick/grapple them when need be. Their brutal nature puts them at odds with lawful individuals and societies since they prefer freedom and chaos above all else. They are quick to defend their friends and quicker to destroy their enemies.

A barbarian is superstitious:

Barbarians generally distrust magic. They treat their spellcasting allies with reverent woe and their spellcasting enemies with extreme prejudice. They might wield magic themselves (sometimes even their own fury connects them with the primal world) but they also treat their powers and gifts with outmost superstition and generally don't care much about their origin and nature.
 

howandwhy99

Adventurer
The Witchdoctor is a tribal NPC class

Witchdoctors are not for PCs due to their vastly limited level maximum (historically 4). Players who do want a custom class Witchdoctor can with the level limit.

The Witchdoctor is both holy leader and arcane sage

The Witchdoctors tribal culture does not divide between a deity's power, the environment, and magic. They are an expert NPC class usually advising tribal warrior-leaders or are the tribal leaders themselves.

The Witchdoctor is a spellcaster with spells not differentiated by arcane or divine.

The spell list for a Witchdoctor is made up of divine and arcane spells, including spells from subclasses.

The Witchdoctor is limited in ability due to lack of focus and cultural support

The limit on class levels comes both from training in a broader focused societal system and less growth overall of that system.

The Witchdoctor is weaker, but more flexible than shamans, clerics, and magic-users

While their spell list is smaller than a clerics, a Witchdoctor's scope of spells is broader enabling more flexibility across a wider range of situations. Like clerics, many social customs (taboos) regarding the Witchdoctor enable easier navigation through tribal relationships.
 
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steeldragons

Steeliest of the dragons
Epic
Oh, stop doing the easy ones.

Someone do Warlock. Or two someones and we can vote.

lol. Why don't YOU do warlocks?! Noone wants to dare step into the forbidden cowpie! lol.

Well, ok...just for you Savage Wombat.

[Note: Do keep in mind I have absolutely no experience or knowledge with the class other than what I've read about it here and other places. But interested to hear what people think, of course.]

The warlock is tainted...
Whether they signed a deal with a devil, a fey or the spaces between the stars [a damn stupid concept imho], the warlock has sold something, something very dear to them if not their actual soul, to their patron in exchange for their magical talents. Even done with the best of intentions, they receive their eldritch powers at the expense of being their own person...and as time passes and their power increases, they become more and more their patron's pawn and thrall than their own self. "Good" entities of power do not dole out bits and pieces of their power...other than to their clerics if they are godly enough to have such.

The warlock is "pact bound"/contracted...
Whether to avenge a slain loved one, saving their realm or for their own personal gain, the warlock gains their magic through the power "given" them by their patron...and can be taken away just as easily. If the warlock does not carry out their "end of the bargain" they will find their powers limited, decreasing, or flat out gone. If we're talking about MY personal design goals in this arena, then I would limit them to devils (who are much more reliable and bargain/debt/law oriented than demons). But I doubt that would be the case.

The warlock is knowledgeable...about certain things...

This is not the arcane knowledge of the mage, but they definitely have some experience with the occult and some knowledge of same. If they are pacted with a devil or demon, their knowledge of those might rival that of the (non-demon summoning) mage. If pacted with a dark fey lord/lady, their knowledge of the fey realms and creatures, tricks and types of magic might be greater than a fey-friendly druid. They are able to Read Magic (as the mage) and are able to utilize Arcane scrolls and rituals they might come across. Hexes, curses, the magical manipulation of others are their realms of purview. But their mastery of the variety of arcane topics will never rival the full mage.

The warlock is a "magic user" moreso than a "spell caster"...
While not privy to the length and breadth of variety of a real wizard, they can certainly pass themselves off as one...and likely believe themselves to be one. The first and last line of action for a warlock is using magic...much like the mage, but without the mage's diverse array of possibility. In lieu of that diversity, the warlock possesses various innate magical conjurations (eldritch bolts) and unsavory curses that will invoke the fear (from others) and power (they so crave for their own ends).

The warlock is conniving...

Whether to his fellow allies or against/around his own patron, the warlock is ever-mindful of their powers, their actions, their pact and how any of those effect any others. There is ever the impulse to somehow "get out of" their pact...to possess power of their own, without being beholden to their patron. They will lie, cheat, "work the -extraplanar- system", to get themselves out of the pact they've hastily or mistakenly entered into...OR, for those more wickedly inclined or selfish, they will lie, cheat and connive to bring about whatever their patron desires and maintain their own power. This rather consistent attitude makes them extremely aware of their surroundings and any changes therein. The presence of something being "amiss", magical or mundane rarely escapes their notice.
 

Ramaster

Adventurer
Ok, Steeldragons beat me to it by some time, but here it comes: The Warlock Design Goals

The warlock has made a pact:

The power that the warlock wields is not her own, it is borrowed. Maybe she didn't make the pact herself, it might have been an ancestor of hers. She may command the power however she sees fit, but she very well knows she is playing with someone else's toys.

The Warlock commands Eldritch power:

Her powers are not standard magic. When she channels her powers, weird things happen to the universe. She or her target might switch places, blink in and out of reality, burn with hellfire, deal damage that cannot be prevented or reduced, at least easily.

The Warlock is a sinister figure:

Being near a Warlock is unsettling to everyone, friend and foe alike. Something just isn't quite right about her. Whispers may follow her wherever she goes, lights glow dim in her presence, animals flee terrified.

The Warlock can constantly channel her power:

Once a warlock learns a new power, she may use it however she sees fit and as often as she likes. She is able to do this because the power doesn't reside within her; she simply calls it from another entity.

The Warlock understands both arcane and divine magic:

Even though she doesn't use spells, she understands the concept of a spell, and the difference between these two forms of magic. She can identify spells being cast, scrolls or magic items. She is adept at crafting items herself, through mysterious means.


I did mine without looking at steeldragon's, but the I read them and... damn! there are quite a lot of things in common.

Thoughts?
 

Dausuul

Legend
[Edit: Bloody ninjas.]

The warlock wields dangerous and hostile forces.

Other spellcasters command forces that are friendly at best (cleric) and neutral at worst (wizard). The warlock's magic is inimical to living things, and often carries a risk of backlash if something goes wrong. In combat, warlocks are overwhelmingly focused on offense. This does not mean they do nothing but blast for hit point damage. On the contrary, they have an array of nasty debuffs and ways to sow chaos among their foes. What they don't have are protective or healing powers. Playing a warlock should feel like dancing along the edge of disaster.

Warlocks are inherently supernatural, taking on traits of the dark entities they deal with.

A warlock's power slowly transforms its wielder. Warlocks may gain abilities such as darkvision or a "poisonous touch" that kills plants and small animals. Likewise, they are often resistant to necrotic attacks, disease, poison, et cetera (an exception to their focus on offense over defense). These traits do not have to be activated or invoked. Once gained, they are innate to the warlock.

Warlocks gain strength through attacking.

When the warlock's enemies suffer and die, her power grows. Other classes spend down their resources (prepared spells, hit points, special abilities) and get weaker as combat wears on. The warlock gets stronger. A warlock's most devastating magic is unleashed in the final rounds of a battle.
 
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