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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
[4e] Paladin (feat) advice needed
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<blockquote data-quote="AbdulAlhazred" data-source="post: 6847633" data-attributes="member: 82106"><p>Well, first of all, I got rid of 'Arcane' as a power source. All arcane means is "something not widely known, obtuse, secret, or mysterious", so it IS NOT A POWER SOURCE (what would it be, the power of ignorance?). The real reason is it is just nebulous and unbounded and thus consumes all else. I have Elemental, Spirit, Martial, Shadow, and Nature. I don't really care about psionics, and hadn't thought of it particularly as an M:tG color analog, but I guess I don't have an issue with that. Other games have done the same sort of thing, and it didn't start with M:tG either. I might consider calling Martial 'Ki', and just limiting it to the more internalized aspects of that. Warrior themes can then pull from that, for say a fighter-like concept where you do studly combat stuff. Martial works though, but I consider it a bit more fantastic than most people would.</p><p></p><p>In my theory the 3 classes aren't tied to either roles or power sources directly. Instead that falls to themes. So the 'Paladin' would be a Spiritual weapon user, probably of the warrior class. A more mystical paladin might choose to be a mystic (and that could work out similarly to the 4e chaladin or something closer to the STR cleric maybe). I thought of a Shadow Trickster as being an illusionist. Maybe a Nature trickster would be a bard, more like the old 1e bard and less like the later wizard-lite versions. </p><p></p><p>The other thing that enters the discussion here is going back to my concept of boons as advancement. I don't care that much about 'gaming the system' so to speak. At least not in the 4e-esque way. I WANT all the pieces to play together. The GM is going to be the one dishing out boons according to narrative. The intent is that 'build science' just doesn't exist in this paradigm. Yes, the GM can of course cater to the players, and they can make choices to go after boons that have mechanical advantages for them, but its just not the focus of the game. Instead you make stuff work together so that the players don't think about that, instead they think about what's cool in a narrative context, and it 'just works' for them. Instead of a design that discourages the fighter from taking 'wizard stuff', let that just work for them. It will just work in a 'fightery way'.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 6847633, member: 82106"] Well, first of all, I got rid of 'Arcane' as a power source. All arcane means is "something not widely known, obtuse, secret, or mysterious", so it IS NOT A POWER SOURCE (what would it be, the power of ignorance?). The real reason is it is just nebulous and unbounded and thus consumes all else. I have Elemental, Spirit, Martial, Shadow, and Nature. I don't really care about psionics, and hadn't thought of it particularly as an M:tG color analog, but I guess I don't have an issue with that. Other games have done the same sort of thing, and it didn't start with M:tG either. I might consider calling Martial 'Ki', and just limiting it to the more internalized aspects of that. Warrior themes can then pull from that, for say a fighter-like concept where you do studly combat stuff. Martial works though, but I consider it a bit more fantastic than most people would. In my theory the 3 classes aren't tied to either roles or power sources directly. Instead that falls to themes. So the 'Paladin' would be a Spiritual weapon user, probably of the warrior class. A more mystical paladin might choose to be a mystic (and that could work out similarly to the 4e chaladin or something closer to the STR cleric maybe). I thought of a Shadow Trickster as being an illusionist. Maybe a Nature trickster would be a bard, more like the old 1e bard and less like the later wizard-lite versions. The other thing that enters the discussion here is going back to my concept of boons as advancement. I don't care that much about 'gaming the system' so to speak. At least not in the 4e-esque way. I WANT all the pieces to play together. The GM is going to be the one dishing out boons according to narrative. The intent is that 'build science' just doesn't exist in this paradigm. Yes, the GM can of course cater to the players, and they can make choices to go after boons that have mechanical advantages for them, but its just not the focus of the game. Instead you make stuff work together so that the players don't think about that, instead they think about what's cool in a narrative context, and it 'just works' for them. Instead of a design that discourages the fighter from taking 'wizard stuff', let that just work for them. It will just work in a 'fightery way'. [/QUOTE]
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[4e] Paladin (feat) advice needed
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