Why not go all the way and get rid of classes altogether in favor of a system that allows you to e.g. point buy whatever features you can afford (and qualify for, if there are any prerequisites) from the entire pool of abilities?
L | RACE | FEAT | BACKGROUND | CLASS |
0a | Race | |||
0b | Class, Basic (Archetype) | |||
0c | Feat | |||
0d | Class, Basic | |||
0e | Background | |||
1 | Class, Basic (Archetype) | |||
2 | Feat | |||
3 | Class, Basic | |||
4 | Race | |||
5 | Class, Expert (Archetype) | |||
6 | Feat | |||
7 | Class, Expert | |||
8 | Background | |||
9 | Class, Expert (Archetype) | |||
10 | Feat | |||
11 | Class, Expert | |||
12 | Race | |||
13 | Class, Master (Archetype) | |||
14 | Feat | |||
15 | Class, Master | |||
16 | Background | |||
17 | Class, Master (Archetype) | |||
18 | Feat | |||
19 | Class, Master | |||
20 | Race | |||
21 | Class, Immortal (Archetype) | |||
22 | Feat | |||
23 | Class, Immortal | |||
24 | Background |
I'd play that game.Take a look at the following schedule.
• Gain new class features at every odd level
• Gain new feats at every fourth level (usable for ability improvement)
• Gain new race features, and new background/skill features, at every eighth level, respectively.
• Notice the zero levels setting up all of the features of a level 1 character
Note, the zero-level feat is special, and is specifically used for the special race feature (such as Eladrin Feystep). For Human, the feat is actually a choice of feat.
The schedule keeps race a relevant choice, and allows players to play more powerful races and monsters, whose powers become available at appropriate levels.
At higher levels, the Background eventually allows a player to have the character gain henchmen, build an army, start a business, run a Wizard academy, and so on. This helps express connectivity to what is going on in-world.
Class features can alternate between base class features and archetype features. Archetype features might swap in multiclass features, prestige-esque class features, and so on.
EVERY LEVEL LIVES! THERE ARE NO DEAD LEVELS!
L RACE FEAT BACKGROUND CLASS 0aRace 0bClass, Basic (Archetype) 0cFeat 0dClass, Basic 0eBackground 1Class, Basic (Archetype) 2Feat 3Class, Basic 4Race 5Class, Expert (Archetype) 6Feat 7Class, Expert 8Background 9Class, Expert (Archetype) 10Feat 11Class, Expert 12Race 13Class, Master (Archetype) 14Feat 15Class, Master 16Background 17Class, Master (Archetype) 18Feat 19Class, Master 20Race 21Class, Immortal (Archetype) 22Feat 23Class, Immortal 24Background
Oh it would definitely be a Herculean task - at that point, you may as well just craft your own game system from scratch since that's basically what you'd be doing anyway. At least then you could sell it.![]()
While I am not sold on the racial feats/feature advance, I do think a standard template for feature acquisition is nice. Still, I would give such a system a try.Take a look at the following schedule.
• Gain new class features at every odd level
• Gain new feats at every fourth level (usable for ability improvement)
• Gain new race features, and new background/skill features, at every eighth level, respectively.
• Notice the zero levels setting up all of the features of a level 1 character
Note, the zero-level feat is special, and is specifically used for the special race feature (such as Eladrin Feystep). For Human, the feat is actually a choice of feat.
The schedule keeps race a relevant choice, and allows players to play more powerful races and monsters, whose powers become available at appropriate levels.
At higher levels, the Background eventually allows a player to have the character gain henchmen, build an army, start a business, run a Wizard academy, and so on. This helps express connectivity to what is going on in-world.
Class features can alternate between base class features and archetype features. Archetype features might swap in multiclass features, prestige-esque class features, and so on.
EVERY LEVEL LIVES! THERE ARE NO DEAD LEVELS!
L RACE FEAT BACKGROUND CLASS 0aRace 0bClass, Basic (Archetype) 0cFeat 0dClass, Basic 0eBackground 1Class, Basic (Archetype) 2Feat 3Class, Basic 4Race 5Class, Expert (Archetype) 6Feat 7Class, Expert 8Background 9Class, Expert (Archetype) 10Feat 11Class, Expert 12Race 13Class, Master (Archetype) 14Feat 15Class, Master 16Background 17Class, Master (Archetype) 18Feat 19Class, Master 20Race 21Class, Immortal (Archetype) 22Feat 23Class, Immortal 24Background
Why not go all the way and get rid of classes altogether in favor of a system that allows you to e.g. point buy whatever features you can afford (and qualify for, if there are any prerequisites) from the entire pool of abilities?
Thank you for the thorough reviewIt is pretty basic and follows a lot of the accepted ideas for old-school multiclassing in 5E.
It isn't far off from where we began, either, but we noticed some issues and decided to do things differently as my post earlier shows. First, it isn't clear from this if you would get two feats if your character was say a Cleric 4/ Ranger 4. Do you get a feat for both classes or ASIs? I wouldn't do that.
Certain things, like Unarmored Defense for Monks and Barbarians, we still allow to stack even though this goes directly against 5E. It really is not subject to abuse unless you are geared for it, and then it is your "thing" so we are ok with it being good. We still don't stack Extra Attack, however, due to the obvious issues that could cause.
We also use spell points now, and you have a single pool. So, if you have multiple spellcasting classes, like my Cleric/Rogue/Wizard I was playing, I cast both cleric and wizard spells using the same pool of spell points.
If you followed that, you would probably be ok. I will warn you that you might run into the HP issue as we did depending on how your DM runs things. I'll give you a concrete example to explain the problem.
Let's say you have 80000 XP for an 11th level Fighter. You have a CON 16. Taking average hp would give you:
13 (level 1) + 10 * 9 = 103 hp.
Now, take the same 80000 XP between 2 classes, Cleric and Fighter for 8/8 levels. Same CON 16. The article you reference says to use the fighter d10, so taking average hp gives:
13 (level 1) * 7 * 9 = 76 hp.
Those extra 27 hp matter A LOT! (Of course, right?)
Imagine your DM creates encounters as if you were 11th level due to your XP. Well, you might have enough power and options do deal with it, but you might not have enough HP to survie it. Go the other way and your DM thinks of you as 8th level. Now, your hp match ok, but you have way too much power and options and encounters are too easy.
Anyway, if you have any other questions or concerns, let me know and others might chime in.![]()
I'm a huge fan of point-buy/a la carte chargen systems. It would require a lot of work of course but I believe that it would work fairly well with the 5E core mechanic and balance.