TheCosmicKid
Hero
Yes.What do people think of when they think of the Fighter class in D&D? Do you think of a normal army soldier or do they think of someone like a Knight?
Yes.What do people think of when they think of the Fighter class in D&D? Do you think of a normal army soldier or do they think of someone like a Knight?
Well, in 1E, both paladins and cavaliers were fighter subclasses, and in 5E, the cavalier still is, so...I never think of a Fighter as a Knight. I grew up on 1E with Paladins and Cavaliers. Those are the Knights to me. Of course, I despise the idea of Paladins having any other alignment than Lawful Good (yeah, I know, old fashion... ). I get it in 5E a Paladin is based on conviction (i.e. Charisma), and can follow any path towards furthering "the cause". I will never like it, but if a player wants to go that route, I won't stop them--it is their game, too.
7. Reading and writing will be an intelligence skill and can be chosen by any class or race instead of one being given
I will also be changing the magic system to be more like 2e with the spheres as to me it doesn't make sense that a cleric of life would be able to raise any undead.
My interpretation will differ from many, I am sure. I equate Level to Experience. A Level One Anything is just starting out IMO. Now, a Fighter 1 might have been an army soldier and that is where he received his training (the good ol' 0-Level men-at-arms from 1E) until making the "mystic" leap into the realm of Player Character. At this point he might be a soldier of fortune, a mercenary, etc. and that is all about background to present story.
I never think of a Fighter as a Knight. I grew up on 1E with Paladins and Cavaliers. Those are the Knights to me. Of course, I despise the idea of Paladins having any other alignment than Lawful Good (yeah, I know, old fashion... ). I get it in 5E a Paladin is based on conviction (i.e. Charisma), and can follow any path towards furthering "the cause". I will never like it, but if a player wants to go that route, I won't stop them--it is their game, too.
Anyway, long answer short: a mercenary or such is the Fighter to me.
Well, in 1E, both paladins and cavaliers were fighter subclasses, and in 5E, the cavalier still is, so...
Note: Mr. Grover has also just started playing 5e. His experience is limited, and he's recieved the same advice as the OP, to limited apparent success.I am certain someone has mentioned this by now, but some of the things you want to accomplish are already available in the DMG as adventuring and combat options:
1. Gritty Realism (DMG p. 267), Healer's Kit Dependency (p. 266), and Slow Natural Healing (p. 267)
4. Lingering Injuries (p. 272) sort of covers this.
5. Initiative Modifiers (p. 271)
2. Works fine. It is a bit more bookkeeping, but nothing major.
3. No idea what this is--sorry.
6. Sure, why not.
7. Hmm... the number of skills most characters get is pretty limited, so I would advise against your idea here. But, you do have a valid point, too, because in many stations of medieval life, reading and writing was NOT common at all. If that is the flavor for your game, I don't think using your idea would break anything.
Any changes to the magic system might change the nature of the system in your game. Doesn't mean it won't work, but I'd give it a lot of thought.
As for arcane spells, I agree a lot with you on this one. I remember in 1E the "Change to Know Each Listed Spell" was the same as your chance to learn a spell. A simple way to implement this in 5E would make the chance 5% per point of Intelligence (alternatively Charisma for Sorcerers and Warlocks). So, an Int 14 would have a 70% to know of a spell, and you could even use the same number for the chance to learn it, maybe allowing additional attempts with each new level.
Finally, many posts will say "Don't change it! Play it first. You'll learn to love it. Blah blah blah." And you know what, they are right in their way. 5E, played completely RAW, works fine. That doesn't mean, however, it works as YOU want to play it. So, change what you want. If you find out later on a change was a bad idea, go RAW or come up with something else. I personally love house-rules and I will have several of them before it is over. Remember...
Make it yours and your players game so you have as much fun as possible!
Do you intend to avoid the typical D&D pseudo-medieval setting then? If not, it might help to learn some history.
In medieval England (male) peasants where required, by law, to train with weapons, as they could be drafted into the army at any time. This would have begun at around 9 years old.
The knights of the period where mostly far from good, and didn't, on the whole, have divine powers.
Note: Mr. Grover has also just started playing 5e. His experience is limited, and he's recieved the same advice as the OP, to limited apparent success.