D&D General Your Core Classes if The Core 4 Aren't Allowed

I mean sure that can be the answer, or to put it another way it is certainly an answer.

But not everyone wants that complexity, not rveryone likes non class based character creation, and many of us dislike how locked in DA classes are.
I just meant that "magic is magic", not "duplicate Dragon Age". :-) My hypothetical "Caster" class can draw its power from wherever - gods, elemental attunement, fiendish patrons, arcane tomes. And select powers as they level up, with more powerful options opening at gateways... or choosing more low level powers if you want. Just like the Martial. Again, the "class structure" is drawn from 5e's Warlock as a starting point.

Sidenote: I think one of ghe biggest things i dislike abput dnd dwarves is the whole no magic thing that somehow still lingers in the culture of the game. Dwarves should be very magical. DnD just sucks at associating types of magic with things like elements and parts of the cosmology and the like in a way that adds fun.

Dwarves should be Earth Magic while Elves are Air magic, and those two elements should be associated with opposing things like logic and passion, and more subtly interacting things like knowledge and craft. Endurance and flexibility.

And those associations should be part of the foundation on which magic is built for the game.
I hear you - that's totally fine too! I'm totally onboard with earth-attuned dwarves using earth magic. I was just trying to illustrate my "MUTANT can cover any SPECIES idea you want" with some quick examples. My headspace totally has room for both antimagic dwarves and earth-attuned stoneshaper dwarves! :-)
 

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Sidenote: I think one of ghe biggest things i dislike abput dnd dwarves is the whole no magic thing that somehow still lingers in the culture of the game. Dwarves should be very magical. DnD just sucks at associating types of magic with things like elements and parts of the cosmology and the like in a way that adds fun.

Dwarves should be Earth Magic while Elves are Air magic, and those two elements should be associated with opposing things like logic and passion, and more subtly interacting things like knowledge and craft. Endurance and flexibility.

This could be a start to a D&D version of the Dragon Prince series where every species has 6 subspecies connected to one of the Primal Sources of Star, Sky, Ocean, Earth, Sun and Moon.
 

I mean sure that can be the answer, or to put it another way it is certainly an answer.

But not everyone wants that complexity, not rveryone likes non class based character creation, and many of us dislike how locked in DA classes are.

Sidenote: I think one of ghe biggest things i dislike abput dnd dwarves is the whole no magic thing that somehow still lingers in the culture of the game. Dwarves should be very magical. DnD just sucks at associating types of magic with things like elements and parts of the cosmology and the like in a way that adds fun.

Dwarves should be Earth Magic while Elves are Air magic, and those two elements should be associated with opposing things like logic and passion, and more subtly interacting things like knowledge and craft. Endurance and flexibility.

And those associations should be part of the foundation on which magic is built for the game.

My core 4

Dwarf is Earth
Goblin is Air
Elf is Water
Orc is Fire

Human, are variable.
 

My core 4

Dwarf is Earth
Goblin is Air
Elf is Water
Orc is Fire

Human, are variable.
I would give humans an element, if i used them at all in such a world. My whole problem with them is that they lack any...thing. why include them if they are obviated by every other species?
 

I would give humans an element, if i used them at all in such a world. My whole problem with them is that they lack any...thing. why include them if they are obviated by every other species?

Because Humans are the explorer, the adventurer, the one pushing the frontiers and adaptable.

The others? Archetypes, Tropes, too tied to their element to ever match the variety of Humanity.

In my world anyway. :)
 

My core 4

Dwarf is Earth
Goblin is Air
Elf is Water
Orc is Fire

Human, are variable.
This is basically the Paracelsian setup, except Air is "Sylphs", i.e. Wild Men/Wood Woses, i.e. Ents, and Humans partake of all four elements in equal amounts because they are the center of creation. I'd lump Goblins in with Orcs under Fire as types of domestic/hearth spirits.
 

I would give humans an element, if i used them at all in such a world. My whole problem with them is that they lack any...thing. why include them if they are obviated by every other species?
Personally, I lump humans in with elves as types of undine (trans. waveling) associated with the element water because of the physical resemblance of undines to humans according to Paracelsus.
 


Personally, I lump humans in with elves as types of undine (trans. waveling) associated with the element water because of the physical resemblance of undines to humans according to Paracelsus.
That is fantastic. I mean anything inspired by Paracelsus is gonna get points from me, but that is just really good.
 

That is fantastic. I mean anything inspired by Paracelsus is gonna get points from me, but that is just really good.
Perhaps Humans are a "polluted" kind of undine... Water spirits, but mixed with a little earth and a little air. And the ones mized with Fire? Well, we call them Mages... (or "Heroes", depending on your milieu)
 

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