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Vote Up a 5e-alike: Poll 6: Archetypes and Fighters/Warriors NOW WITH EXTREME FIRST DRAFT!
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<blockquote data-quote="doctorbadwolf" data-source="post: 9175735" data-attributes="member: 6704184"><p>I’d prefer subclasses to exist as feat trees. Not really chains, where each requires the last, but more where you take the main feat and then the rest just have level requirements and require the main feat. </p><p></p><p>Level 2 is good. </p><p></p><p>Some should be class specific, so they can leverage the class mechanics. Others don’t need to be, and can just require stuff like “must have spell slots” and “must have extra attack”, instead. </p><p></p><p>Purpose built classes always do a better job with all of those concepts, with the possible exception that the Barbarian could be split up into fighter and ranger stuff. </p><p></p><p>Can you elaborate on the connection between the question and it being a low magic gritty game?</p><p></p><p>Captain will always be the best name, but yeah it’s a class concept IMO. Every attempt to model it with less mechanical heft than that in 5e sucks at modeling it, for a reason. </p><p></p><p>Unless you want to switch to a “damage threshold and wounds” mechanic, I see no reason to drop that stuff. </p><p></p><p>Yes, and add extended rest, make LR give less back, and ER is required to get back to 100% fully. And make SR matter for all characters.</p><p></p><p>I think just using the current setup works fine. I’d love to see weapon masteries become a diegetic advancement reward, like spells for wizards. </p><p></p><p>If they gonna get better with levels, I wouldn’t want them tied as strongly to a class. </p><p></p><p>What if each weapon proficiency group (eg Martial One Handed Melee Weapons) has a default mastery, and you can learn more in the world, and you can learn BM style manuevers as well the same way, and you can also use each weapon type proficiency like a skill a la DCC. </p><p></p><p>Basically, you’re rolling for it early on, and as you learn techniques you gains cool moves that don’t require a strong manuever die roll. </p><p></p><p>Weapon Expertise could be a thing you can take in feats, but fighters get automatically at tier levels, that increases your crit range with those weapons. </p><p></p><p>Yes</p><p></p><p>Yes</p><p></p><p>Hell yea. Each class should have a level - feature IMO that is basically Expertise in “knowledge directly related to the forms and functions of your class”, so the Wizard is an arcane spellcraft expert, the priest is a religion and divine magic expert, the fighter is a weapons and battlefield tactics expert, etc.</p><p></p><p>I despise that aspect of 3/.5e with such a deep and intense hatred that this one choice would ensure absolutely that I would never even open a PDF of the resulting game. It is one of the worst mechanical dynamics ever used in any version of D&D. I’d rather have to hit tables and different dice to do different activities rather than unified d20, and like…different xp tables, than have the BAB multiple attacks dynamic from 3/.5e back. I’d rather never be allowed to play D&D again, than have to play with a system that uses it. </p><p></p><p>“Heroic Determination. When you fail a d20 test, you can choose to succeed instead. You cannot do so again until you complete a long rest. At higher levels you gain additional uses of this ability.”</p><p></p><p>skills, and hooks into the game world. An identity.</p></blockquote><p></p>
[QUOTE="doctorbadwolf, post: 9175735, member: 6704184"] I’d prefer subclasses to exist as feat trees. Not really chains, where each requires the last, but more where you take the main feat and then the rest just have level requirements and require the main feat. Level 2 is good. Some should be class specific, so they can leverage the class mechanics. Others don’t need to be, and can just require stuff like “must have spell slots” and “must have extra attack”, instead. Purpose built classes always do a better job with all of those concepts, with the possible exception that the Barbarian could be split up into fighter and ranger stuff. Can you elaborate on the connection between the question and it being a low magic gritty game? Captain will always be the best name, but yeah it’s a class concept IMO. Every attempt to model it with less mechanical heft than that in 5e sucks at modeling it, for a reason. Unless you want to switch to a “damage threshold and wounds” mechanic, I see no reason to drop that stuff. Yes, and add extended rest, make LR give less back, and ER is required to get back to 100% fully. And make SR matter for all characters. I think just using the current setup works fine. I’d love to see weapon masteries become a diegetic advancement reward, like spells for wizards. If they gonna get better with levels, I wouldn’t want them tied as strongly to a class. What if each weapon proficiency group (eg Martial One Handed Melee Weapons) has a default mastery, and you can learn more in the world, and you can learn BM style manuevers as well the same way, and you can also use each weapon type proficiency like a skill a la DCC. Basically, you’re rolling for it early on, and as you learn techniques you gains cool moves that don’t require a strong manuever die roll. Weapon Expertise could be a thing you can take in feats, but fighters get automatically at tier levels, that increases your crit range with those weapons. Yes Yes Hell yea. Each class should have a level - feature IMO that is basically Expertise in “knowledge directly related to the forms and functions of your class”, so the Wizard is an arcane spellcraft expert, the priest is a religion and divine magic expert, the fighter is a weapons and battlefield tactics expert, etc. I despise that aspect of 3/.5e with such a deep and intense hatred that this one choice would ensure absolutely that I would never even open a PDF of the resulting game. It is one of the worst mechanical dynamics ever used in any version of D&D. I’d rather have to hit tables and different dice to do different activities rather than unified d20, and like…different xp tables, than have the BAB multiple attacks dynamic from 3/.5e back. I’d rather never be allowed to play D&D again, than have to play with a system that uses it. “Heroic Determination. When you fail a d20 test, you can choose to succeed instead. You cannot do so again until you complete a long rest. At higher levels you gain additional uses of this ability.” skills, and hooks into the game world. An identity. [/QUOTE]
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