Salthorae
Imperial Mountain Dew Taster
All statements contained in this post are personal opinions and in no way reflect absolute statements of 5th edition.
I looked for a similar thread via search, but could not find anything.
Problem: The rigidity of the intra-class path choices in D&D 5th edition.
By this I mean for example... If I am playing a rogue, and through the game by level 3 I have trained as a thief. Then despite my best role play and DM efforts, even if I later take money to kill people and am welcomed whole heartedly into the Assassin's guild by the Grandfather of Assassins, never can my character actually learn the skills of an assassin or assassination.
The same holds true for all the classes.
To me this is a huge problem that limits class abilities to map or work with role play possibilities.
Solution: Multipathing
By this I mean the ability to intra-class multiclass. You could mix this with regular 5e multiclassing without any issues or balance problems I think as well.
Rationale: This concept allows a player to remain within the larger class concept they have chosen, but to free themselves up a bit to mix and match to fit where the game may take them a bit more than being forced outside of their class to do something different than the initially chosen path.
Framework: Simply put, what i propose is based on the simple idea that each classes path abilitiy gains are all internally consistent to those classes. E.g., all the rogue paths gain abilities at set levels of 3,9,13, & 17. Though all the classes differ from each other in this, internally they are consistent.
Proposal: At each new path/archetype ability gain level, allow the player to select a new path from those available to that class, but from the lowest level not already possessed in the new path.
For example, my Rogue who initially started out as her career path as a thief and at level 3 learned the abilities of Fast Hands and Second-Story Work has just gained level 9 as a rogue. Normally this would mean that she would gain the Supreme Sneak ability. However in the intervening 6 levels of role play, she freelanced as a killer for hire, caught the eye of the assassin's guild and was courted and taken in by them. So now at level 9, she chooses to gain the 3rd level Assassin archetype abilities of Bonus Proficiencies and Assassinate rather than continue to advance her Thief abilities.
Similarly, at 13th level, she could choose to select either of the next level abilities of the two paths already trod, either Supreme Sneak or Infiltration Expertise. OR she could learn the Arcane Trickser's Spellcasting and Mage Hand Legerdemain. Then at 17th level, she could choose a 9th level ability from one of the three paths, or having stayed with only 2 paths could either select a 13th level ability from the path advanced to 9th or a second 9th level ability.
Issues: Thus far the only issues I have seen with this concept relate to the Monastic Tradition of the Way of the Four Elements and that they select an elemental discipline based on their overall monk level. This would have to be further clarified to Path level rather than Monk level.
Summary: Overall I think this is a simple, elegant method of freeing up the rigidity of the 5th edition class/path system a bit while still maintaining the overall balance of the classes as a whole. Just like regular multiclassing, you gain breadth, only within a class not between classses, at the expense of the Single Path characters higher level powers/abilities.
I welcome feedback and thoughts from the community at large. Let me know what you think and if this is workable or not. if you see glaring points of brokenness that I am just not seeing, please shine a light on them so I can either scrap this system or patch the hole.
I looked for a similar thread via search, but could not find anything.
Problem: The rigidity of the intra-class path choices in D&D 5th edition.
By this I mean for example... If I am playing a rogue, and through the game by level 3 I have trained as a thief. Then despite my best role play and DM efforts, even if I later take money to kill people and am welcomed whole heartedly into the Assassin's guild by the Grandfather of Assassins, never can my character actually learn the skills of an assassin or assassination.
The same holds true for all the classes.
To me this is a huge problem that limits class abilities to map or work with role play possibilities.
Solution: Multipathing
By this I mean the ability to intra-class multiclass. You could mix this with regular 5e multiclassing without any issues or balance problems I think as well.
Rationale: This concept allows a player to remain within the larger class concept they have chosen, but to free themselves up a bit to mix and match to fit where the game may take them a bit more than being forced outside of their class to do something different than the initially chosen path.
Framework: Simply put, what i propose is based on the simple idea that each classes path abilitiy gains are all internally consistent to those classes. E.g., all the rogue paths gain abilities at set levels of 3,9,13, & 17. Though all the classes differ from each other in this, internally they are consistent.
Proposal: At each new path/archetype ability gain level, allow the player to select a new path from those available to that class, but from the lowest level not already possessed in the new path.
For example, my Rogue who initially started out as her career path as a thief and at level 3 learned the abilities of Fast Hands and Second-Story Work has just gained level 9 as a rogue. Normally this would mean that she would gain the Supreme Sneak ability. However in the intervening 6 levels of role play, she freelanced as a killer for hire, caught the eye of the assassin's guild and was courted and taken in by them. So now at level 9, she chooses to gain the 3rd level Assassin archetype abilities of Bonus Proficiencies and Assassinate rather than continue to advance her Thief abilities.
Similarly, at 13th level, she could choose to select either of the next level abilities of the two paths already trod, either Supreme Sneak or Infiltration Expertise. OR she could learn the Arcane Trickser's Spellcasting and Mage Hand Legerdemain. Then at 17th level, she could choose a 9th level ability from one of the three paths, or having stayed with only 2 paths could either select a 13th level ability from the path advanced to 9th or a second 9th level ability.
Issues: Thus far the only issues I have seen with this concept relate to the Monastic Tradition of the Way of the Four Elements and that they select an elemental discipline based on their overall monk level. This would have to be further clarified to Path level rather than Monk level.
Summary: Overall I think this is a simple, elegant method of freeing up the rigidity of the 5th edition class/path system a bit while still maintaining the overall balance of the classes as a whole. Just like regular multiclassing, you gain breadth, only within a class not between classses, at the expense of the Single Path characters higher level powers/abilities.
I welcome feedback and thoughts from the community at large. Let me know what you think and if this is workable or not. if you see glaring points of brokenness that I am just not seeing, please shine a light on them so I can either scrap this system or patch the hole.