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Chevar: Champions of The Ninth Realm! - Goth DnD Meets Aetherpunk Meets 80's Cartoon Sci-Fantasy (+)
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<blockquote data-quote="doctorbadwolf" data-source="post: 8937410" data-attributes="member: 6704184"><p>After talking with my wife, who is my primary creative partner and just incredibly insightful, I don't think I need to build a knight or archer class, but can instead rewrite the fighter to have fighting styles mean more, and some other stuff.</p><p></p><p>I'll probably consolidate a lot of the houseruled class changes I've floated over the years, like changing how fighter's action surge and indomitable features work to work similarly to legendary actions and legendary resistence, though not an exact analogue. I also will make fighting styles mean more to the class so that when you pick archery, it basically turns you into an Archer, and rewrite some of the fighting styles to work better while adding more. </p><p></p><p>The Bard will lose magical secrets and level 6+ spells, and jack of all trades, and gain expertise in 2 knowledge skills, with knowledge skills and performance gaining actual uses and bards getting even more out of them, and gain Songs which are similar to warlock invocations, and include Songs that let the bard cast a level 6+ spell once per long rest, with a hard limit of 1 casting per day of any spell of that level probably. Basically make them more limited spellcasters, beef up inspiration, and bring back song auras and fascinate, and make bards able to learn how to do things like touch an instrument and make it play on it's own, and powerful stuff like forcing a creature to tell the truth, or giving enemy spellcasters disadvantage on concentration saves while they can hear the bard. Definitely put counterspell on their spell list. Make them feel powerful in a way that actually suits the idea of a bard. If someone wants to play the promiscuous lute playing jack of all trades, the SRD is right there. </p><p></p><p>Monk becomes something like swashbuckler or duelist, and becomes the not technically magical but certainly beyond what normal folk can do fighter. </p><p></p><p>Ranger...le sigh...probably develop my idea of replacing favored enemy with the ability to craft bane poisons that cut through resistance and immunity to poison and are tactically useful against a type of enemy, like flying creatures, spellcasters, creatures with regeneration or other healing, etc. Natural Explorer I think I'll have each one give you a trait like ignoring difficult terrain, gaining a climb speed, etc. I think that, maybe expertise, and a rebuilt pet subclass since the beast master isn't SRD anyway, ritual casting, and prepared casting, fully fix the class.</p><p></p><p>I think I'll just quietly ignore the other classes, as they're either fine as is or I just don't like them. </p><p></p><p>ANyway, my next posts will be about art!</p></blockquote><p></p>
[QUOTE="doctorbadwolf, post: 8937410, member: 6704184"] After talking with my wife, who is my primary creative partner and just incredibly insightful, I don't think I need to build a knight or archer class, but can instead rewrite the fighter to have fighting styles mean more, and some other stuff. I'll probably consolidate a lot of the houseruled class changes I've floated over the years, like changing how fighter's action surge and indomitable features work to work similarly to legendary actions and legendary resistence, though not an exact analogue. I also will make fighting styles mean more to the class so that when you pick archery, it basically turns you into an Archer, and rewrite some of the fighting styles to work better while adding more. The Bard will lose magical secrets and level 6+ spells, and jack of all trades, and gain expertise in 2 knowledge skills, with knowledge skills and performance gaining actual uses and bards getting even more out of them, and gain Songs which are similar to warlock invocations, and include Songs that let the bard cast a level 6+ spell once per long rest, with a hard limit of 1 casting per day of any spell of that level probably. Basically make them more limited spellcasters, beef up inspiration, and bring back song auras and fascinate, and make bards able to learn how to do things like touch an instrument and make it play on it's own, and powerful stuff like forcing a creature to tell the truth, or giving enemy spellcasters disadvantage on concentration saves while they can hear the bard. Definitely put counterspell on their spell list. Make them feel powerful in a way that actually suits the idea of a bard. If someone wants to play the promiscuous lute playing jack of all trades, the SRD is right there. Monk becomes something like swashbuckler or duelist, and becomes the not technically magical but certainly beyond what normal folk can do fighter. Ranger...le sigh...probably develop my idea of replacing favored enemy with the ability to craft bane poisons that cut through resistance and immunity to poison and are tactically useful against a type of enemy, like flying creatures, spellcasters, creatures with regeneration or other healing, etc. Natural Explorer I think I'll have each one give you a trait like ignoring difficult terrain, gaining a climb speed, etc. I think that, maybe expertise, and a rebuilt pet subclass since the beast master isn't SRD anyway, ritual casting, and prepared casting, fully fix the class. I think I'll just quietly ignore the other classes, as they're either fine as is or I just don't like them. ANyway, my next posts will be about art! [/QUOTE]
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