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D&D Older Editions
Looking for thoughts on my kitbashed 4E
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<blockquote data-quote="Xeviat" data-source="post: 7233002" data-attributes="member: 57494"><p>Functionally, I'm remaking the player side of 4E, yes, but I like the core of the system math and the monsters, as well as the DM's tools. But I'd rather the classes progress and flow a little more classically. I also don't want two dozen classes because I think so many of the 4E classes can fall together once you consider their thematics, like Paladin and Avenger or Cleric and Invoker.</p><p></p><p>I want class to be a thing that you are, a thing that is visible in the world. Without having individual powers for each class (which really made reading the classes boring to me in 4E; honestly, reading the spells section is the last thing I did with 3E and 5E), the classes need to be differentiated by a strong core mechanic that separates them from the others.</p><p></p><p>I think I'm close to achieving that with the classes I have now. I'm not 100% sure if I want to add the artificer and psion/Mystic or not, as it starts break be symmetry I love (if one considers the barbarian and monk to be kinds of martial, and the inner power ki classes, they can be together as the 4 martials, primal and divine are paired, and arcane has 4 as well). But, I do think the Artificer as a concept is strong enough to stand on its own, even though it hasn't been a part of D&D forever (the Warlock is new too, but it seems thematically different enough to entertain it).</p><p></p><p>As you can see, I'm struggling a little to find the defining mechanics for the Bard and Cleric. At the easiest level, Bards have their inspiration or Bardic Music. Toggling which song you're using would influence your style (I'm remembering the Diablo 2 Paladin's auras).</p><p></p><p>For the cleric, differentiating a controller cleric from a controller wizard is tough. I never saw an Invoker in play, but they seemed very similar to the Wizard on paper. I'd like something that made the cleric's magic feel like it wasn't their own, like it was coming from somewhere else. The way domains work does make clerics like other classes, which could be explored (multiclassing light? War clerics are a little fighter, trickery are a little rogue, magic are a little wizard, nature are a little Druid ...), but that doesn't seem to be a playstyle thing. If I abandon the attempt to make clerics and wizards any of the four roles, it becomes less of a problem, because we can go to a white magic vs black magic thing, but where does flame strike fit into that?</p><p></p><p></p><p>Sent from my iPhone using Tapatalk</p></blockquote><p></p>
[QUOTE="Xeviat, post: 7233002, member: 57494"] Functionally, I'm remaking the player side of 4E, yes, but I like the core of the system math and the monsters, as well as the DM's tools. But I'd rather the classes progress and flow a little more classically. I also don't want two dozen classes because I think so many of the 4E classes can fall together once you consider their thematics, like Paladin and Avenger or Cleric and Invoker. I want class to be a thing that you are, a thing that is visible in the world. Without having individual powers for each class (which really made reading the classes boring to me in 4E; honestly, reading the spells section is the last thing I did with 3E and 5E), the classes need to be differentiated by a strong core mechanic that separates them from the others. I think I'm close to achieving that with the classes I have now. I'm not 100% sure if I want to add the artificer and psion/Mystic or not, as it starts break be symmetry I love (if one considers the barbarian and monk to be kinds of martial, and the inner power ki classes, they can be together as the 4 martials, primal and divine are paired, and arcane has 4 as well). But, I do think the Artificer as a concept is strong enough to stand on its own, even though it hasn't been a part of D&D forever (the Warlock is new too, but it seems thematically different enough to entertain it). As you can see, I'm struggling a little to find the defining mechanics for the Bard and Cleric. At the easiest level, Bards have their inspiration or Bardic Music. Toggling which song you're using would influence your style (I'm remembering the Diablo 2 Paladin's auras). For the cleric, differentiating a controller cleric from a controller wizard is tough. I never saw an Invoker in play, but they seemed very similar to the Wizard on paper. I'd like something that made the cleric's magic feel like it wasn't their own, like it was coming from somewhere else. The way domains work does make clerics like other classes, which could be explored (multiclassing light? War clerics are a little fighter, trickery are a little rogue, magic are a little wizard, nature are a little Druid ...), but that doesn't seem to be a playstyle thing. If I abandon the attempt to make clerics and wizards any of the four roles, it becomes less of a problem, because we can go to a white magic vs black magic thing, but where does flame strike fit into that? Sent from my iPhone using Tapatalk [/QUOTE]
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