D&D 5E Archetypes to add to 5e

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He does it, because it is relevant to the discussion.

Exactly! Now, we note - those aspects were written explicitly into the rules. And Gygax did not give any guidance or tools for removing them. Those 1e DMs took them out themselves, modifying the setting-specific rules for their needs.

I this sense, 1e is not terribly different from 5e.

1e is a primordial mess, I dont particularly hold it up to a high standard. Also, most of the 1e game is oral tradition, where gamers are making up rules as they go along, and learning rules from each other. The written texts of 1e are actually not where the game is happening.

1e is terribly different from 5e − by many magnitudes. For example, in 1e, sorting out two conflicting sentences in the Cleric class and subclass about what the word ‘deity’ is supposed to mean in the rules as written, cannot compare to sentences across very many pages in 5e that refer to polytheism. I have tried to create my own version of the 5e core rules that deleted the references to polytheism, but I abandoned the project because it was way too much. The Forgotten Realms setting is too baked in everywhere in the core rule books, most problematically the 5e Players Handbook.

1e offers many conflictive suggests, with a light touch often just mentioned once. It is useful for worldbuilding − especially when everyone has make up their own rules anyway.



Also, with regard to worldbuilding, D&D 1e tends to be more ‘module’ oriented. I normally play one adventure after an other. And after a while, the ‘world’ starts to happen by itself. The world is the RESULT of the kinds of adventures the players want to play, and after a while, plot points expand outward forming a growing map. In other words, there was never a ‘multiverse’. There was never a top-down design for what the world is supposed to look like. For my groups, the worlds are mainly bottom-up, with the decisions of the DM and players CAUSE the world to be what it is, one adventure at a time.

There is something truly beautiful about 1e, where DMs and players experience their own worlds grow and develop.
 

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As long as the new setting is the same as Forgotten Realms, it is very easy to rename the polytheistic gods in 5e.

New settings in 5e are more like rearranging deckchairs on the Titanic.

Chris Perkins has a monotheistic Homebrew quite unlike the Realms, and nothing in 5E makes that difficult in the slightest.

Again, please stop threadcrapping.
 


I guess you are accusing @Umbran of ‘threadcrapping’.

He felt the topic is relevant, and continued the discussion.

Your particular odd obsession has sucked a lot of the oxygen out of the conversation.

If that isn't threadcrapping, I don't know what is. But, whatever, keep screaming at the void alone.
 

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He does it, because it is relevant to the discussion.



Exactly! Now, we note - those aspects were written explicitly into the rules. And Gygax did not give any guidance or tools for removing them. Those 1e DMs took them out themselves, modifying the setting-specific rules for their needs.

I this sense, 1e is not terribly different from 5e.

No game will ever be done exactly what everyone else wants. You can’t please everyone.
As long as the new setting is the same as Forgotten Realms, it is very easy to rename the polytheistic gods in 5e.

New settings in 5e are more like rearranging deckchairs on the Titanic.

Surprisingly I am not going to disagree with that. I think too many settings are too similar. I would love to see radically different settings.
 

Just looking through my DnD ideas. Whether you want to see them or not, these are some of the subclasses that I've noted down as ideas to explore at some point. Many of them I'm not sure how I would develop and I'm not sure how many I will develop in the future, but I wanted to make sure that I have the ideas noted down just in case.
  1. Barbarian
    1. Path of the Abomination
  2. Cleric
    1. Earth (either elemental earth or gods of "The Earth")
    2. Entropy
    3. Shamanic Domain. Similar to druid circle of the land, you'd be a shaman of ancesters, or elements, or animals
    4. Sky. A skyfather domain, like Uranous rather than a storm god.
  3. Druid
    1. Circle of the hive
    2. Circle of Philosophy
    3. Circle of the Sun (either kind of aztec-like or a circle of the sun and moon like a WoW balance druid)
    4. Circle of Thorns
    5. Circle of the Seasons
  4. Fighter
    1. Beastmaster/Master of the Hounds
  5. Rogue
    1. Avenger
  6. Sorcerer
    1. Battle Sorcerer
    2. Planeshifter
    3. Sylvan/Druidic
    4. Fey (different than the sylvan bloodline, this focuses on enchantments, illusions, and teleportation)
    5. Elemental Paragon (Attune to an element, gain different bonuses)
    6. Frost (Let it go, let it go...)
  7. Warlock
    1. Jormungandr, The World Serpent (An interesting note with this one is serpent corridors traversing the world as the world serpent surrounds the world)
  8. Wizard
    1. Essence mage (learn to channel the different essenses of the planes)
    2. Elementalist
    3. Dualist (similar to the war wizard with its abjuration and evocation focus. Reality Shaper [transmutation and illusion], Mindbender [illusion and enchantment], Planeswalker [conjuration and divination]
    4. Metamagician (I'm gonna stomp all over the sorcerer's toes!)
 

Mod Note:
1) Next spurious public accusation of threadcrapping will earn the accuser a week's vacation.

2) @Parmandur and @Yaarel - That's quite enough. Please stop responding to each other in this thread. You have shown that you cannot manage to be in a civil conversation together. Take side-wise snipes at each other at your peril. I strongly advise both of you to use the ignore feature to help keep you from temptation.
 

One of the problems in designing an rpg is that if it can be used for everything u end up having to tell players there are rules you can’t use. For example, no playing elves and dwarves. They aren’t in this setting. No vampires. Etc

If you design with a specific setting in mind you can limit that from the getgo.

It is a fascinating dilemma. And very hard for any designer of a game to deal with.

Most will gravitate towards DPR anyway. Lol.
 

@Umbran already done before your request.

Just looking through my DnD ideas. Whether you want to see them or not, these are some of the subclasses that I've noted down as ideas to explore at some point. Many of them I'm not sure how I would develop and I'm not sure how many I will develop in the future, but I wanted to make sure that I have the ideas noted down just in case.
  1. Barbarian
    1. Path of the Abomination
  2. Cleric
    1. Earth (either elemental earth or gods of "The Earth")
    2. Entropy
    3. Shamanic Domain. Similar to druid circle of the land, you'd be a shaman of ancesters, or elements, or animals
    4. Sky. A skyfather domain, like Uranous rather than a storm god.
  3. Druid
    1. Circle of the hive
    2. Circle of Philosophy
    3. Circle of the Sun (either kind of aztec-like or a circle of the sun and moon like a WoW balance druid)
    4. Circle of Thorns
    5. Circle of the Seasons
  4. Fighter
    1. Beastmaster/Master of the Hounds
  5. Rogue
    1. Avenger
  6. Sorcerer
    1. Battle Sorcerer
    2. Planeshifter
    3. Sylvan/Druidic
    4. Fey (different than the sylvan bloodline, this focuses on enchantments, illusions, and teleportation)
    5. Elemental Paragon (Attune to an element, gain different bonuses)
    6. Frost (Let it go, let it go...)
  7. Warlock
    1. Jormungandr, The World Serpent (An interesting note with this one is serpent corridors traversing the world as the world serpent surrounds the world)
  8. Wizard
    1. Essence mage (learn to channel the different essenses of the planes)
    2. Elementalist
    3. Dualist (similar to the war wizard with its abjuration and evocation focus. Reality Shaper [transmutation and illusion], Mindbender [illusion and enchantment], Planeswalker [conjuration and divination]
    4. Metamagician (I'm gonna stomp all over the sorcerer's toes!)

Because I suspect you specifically may have given the idea some thought...how would you look at the existing Subclasses through the M:tG Mana wheel, and what gaps do you think there might be to fill from that angle per Class?
 

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