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Looking for thoughts on my kitbashed 4E
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<blockquote data-quote="Xeviat" data-source="post: 7232556" data-attributes="member: 57494"><p>I've heard the suggestion of having separate powers for each source, and then having role built into class/subclass to modify those powers, but I'm not entirely sure that's the direction I want. I'm set on the 12 classes of 5E, because those were the classes I was working with when starting this project shortly after Essentials came out. Essentials opened my eye to the concept of having multiple roles within a class (slayer was a striker fighter, ranger had a controller, blackguard was a striker, protector Druid was a leader). The cleric and the wizard share some spells in older editions and 5E, and that will help me with design space.</p><p></p><p>One thought I was having when I think about making this project even bigger is to ensure each class has a unique play style built into it. Here were my thoughts for the base 12:</p><p></p><p>Barbarian: Rage Management. Rage turns you into a heavy damage dealer with lower defense. There should be times you don't want to rage, and other times when you do. Managing this toggle influences play style.</p><p></p><p>Bard: Jack of All Trades. I'd like to see Bards able to be multiple roles, but not at the same time. They may come with some inherent dual classing (like from PHB3 4E), switching their roles as needed.</p><p></p><p>Cleric: Party Enhancer. The cleric is not a solo character, their powers function best when enhancing their allies. Additionally, through domains, clerics dabble in other classes (war is like a fighter, trickery is like a rogue ...).</p><p></p><p>Druid: Wild Shape. The ability to switch forms to match the needs of an encounter influences the druid's playstyle.</p><p></p><p>Fighter: Base. The Fighter is the basic playstyle. They do mundane things (and yes [MENTION=996]Tony Vargas[/MENTION], likely some skills) more and better than others. But, I'm also toying with the idea of Fighters as arms specialists, with the ability to tailor their role by their gear selection (imagine if each weapon group and handedness had a different at-will and encounter power associated that only a fighter could access).</p><p></p><p>Monk: Full Disciplines (is that what they were called?). The link of move actions with attack actions causes the monk to flow between different stances, influencing their play.</p><p></p><p>Paladin: Divine Challenge. The paladin excels at fighting a single target, whether defending against it or killing it. "No, I've got this" is their playstyle.</p><p></p><p>Ranger: Animal Companion. Managing two characters defines the Ranger's playstyle (and for those who don't really want a pet, one build will be a tiny, untargetable animal which you simply designate which enemy it is harassing or watching).</p><p></p><p>Rogue: Sneak Attack. I'm looking at a different take on sneak attack. I imagine a rogue who alternates between set-up and payoff. A rogue who deals double normal damage, but needs to spend actions setting up their next action. They differ from the Fighter (and justify their separate class status for Tony) in that they fight with trickery, not stand-up skill with arms (taking from the romantic notion that warriors are honorable). Rogues fight dirty.</p><p></p><p>Sorcerer: Bloodline. Things get harder here, but the sorcerer is likely going to be akin to a half caster (Bard, paladin, ranger) than a full caster. The Sorcerer mixes their spellcasting with the innate powers of their bloodline. So you can be like a dragon, like an elemental ... I think this influences playstyle if there's a class that can magic all the time.</p><p></p><p>Warlock: Curse. My thought was that the warlock's curse could be applied when they target a creature with an attack, so their playstyle would encourage them to attack everyone to curse multiple foes. Like Damage over Times over spike damage in MMOs.</p><p></p><p>Wizard: Spellcaster. Wizards are the base spellcaster. Like the Fighter, they define the base playstyle.</p><p></p><p></p><p>Sent from my iPhone using Tapatalk</p></blockquote><p></p>
[QUOTE="Xeviat, post: 7232556, member: 57494"] I've heard the suggestion of having separate powers for each source, and then having role built into class/subclass to modify those powers, but I'm not entirely sure that's the direction I want. I'm set on the 12 classes of 5E, because those were the classes I was working with when starting this project shortly after Essentials came out. Essentials opened my eye to the concept of having multiple roles within a class (slayer was a striker fighter, ranger had a controller, blackguard was a striker, protector Druid was a leader). The cleric and the wizard share some spells in older editions and 5E, and that will help me with design space. One thought I was having when I think about making this project even bigger is to ensure each class has a unique play style built into it. Here were my thoughts for the base 12: Barbarian: Rage Management. Rage turns you into a heavy damage dealer with lower defense. There should be times you don't want to rage, and other times when you do. Managing this toggle influences play style. Bard: Jack of All Trades. I'd like to see Bards able to be multiple roles, but not at the same time. They may come with some inherent dual classing (like from PHB3 4E), switching their roles as needed. Cleric: Party Enhancer. The cleric is not a solo character, their powers function best when enhancing their allies. Additionally, through domains, clerics dabble in other classes (war is like a fighter, trickery is like a rogue ...). Druid: Wild Shape. The ability to switch forms to match the needs of an encounter influences the druid's playstyle. Fighter: Base. The Fighter is the basic playstyle. They do mundane things (and yes [MENTION=996]Tony Vargas[/MENTION], likely some skills) more and better than others. But, I'm also toying with the idea of Fighters as arms specialists, with the ability to tailor their role by their gear selection (imagine if each weapon group and handedness had a different at-will and encounter power associated that only a fighter could access). Monk: Full Disciplines (is that what they were called?). The link of move actions with attack actions causes the monk to flow between different stances, influencing their play. Paladin: Divine Challenge. The paladin excels at fighting a single target, whether defending against it or killing it. "No, I've got this" is their playstyle. Ranger: Animal Companion. Managing two characters defines the Ranger's playstyle (and for those who don't really want a pet, one build will be a tiny, untargetable animal which you simply designate which enemy it is harassing or watching). Rogue: Sneak Attack. I'm looking at a different take on sneak attack. I imagine a rogue who alternates between set-up and payoff. A rogue who deals double normal damage, but needs to spend actions setting up their next action. They differ from the Fighter (and justify their separate class status for Tony) in that they fight with trickery, not stand-up skill with arms (taking from the romantic notion that warriors are honorable). Rogues fight dirty. Sorcerer: Bloodline. Things get harder here, but the sorcerer is likely going to be akin to a half caster (Bard, paladin, ranger) than a full caster. The Sorcerer mixes their spellcasting with the innate powers of their bloodline. So you can be like a dragon, like an elemental ... I think this influences playstyle if there's a class that can magic all the time. Warlock: Curse. My thought was that the warlock's curse could be applied when they target a creature with an attack, so their playstyle would encourage them to attack everyone to curse multiple foes. Like Damage over Times over spike damage in MMOs. Wizard: Spellcaster. Wizards are the base spellcaster. Like the Fighter, they define the base playstyle. Sent from my iPhone using Tapatalk [/QUOTE]
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