mamba
Legend
and reading old tomes and papyri does not either, so I guess no one does and we can throw out the caster classesBut being really good at fighting doesn't let you turn into a sparrow.
and reading old tomes and papyri does not either, so I guess no one does and we can throw out the caster classesBut being really good at fighting doesn't let you turn into a sparrow.
Training costs.Eh, jewels and big coinage in RPGs is usually overrated IMO, especially at lower levels and especially in magic-limited games. There just isn't enough to buy with it.
What good is a 5,000 gp treasure when the DM doesn't let players buy potions with it?
Cool! Any examples?
Starter sets can be marketed to younger players. And many young people are attracted by products marketed to older customers.When exactly did you start playing though?
From previous discussions, the vast majority of people on ENworld seem to have started in the 10-14 age range.
Seems a bit weird to complain about aiming to sell games to that age group on that basis.
Fantastic! My Level Up/homebrew materials include all those options.I always feel that there were always multiple paths to combat power, but the designers/fandoms desire to only support 1-3 warrior classes until they get hungry for money and print out more options.
But to me there were always
Before you get to magic enhancements
- The Action Movie Hero path
- The Hulk path
- The Wuxia/Martial Arts Movie path
- The Accuracy &Speed path
- The Genius path
- The Tech path
- The Paragon path
Fantasy world, @mamba . Fantasy.and reading old tomes and papyri does not either, so I guess no one does and we can throw out the caster classes
Replace them with a Warrior class that can be armoured or unarmoured and armed or unarmed (primarily via subclasses), and uses Focus or a similar resource to perform extraordinary feats (small f).And replace them with... ?
There's no way you can have Crouching Tiger-like stealth warriors and knights in shining armour be the same class; and there's very much a place for Crouching Tiger-like stealth warriors.
Agreed but that's one of the toughest things to do for me. Big treasure games often lead to 5th-7th level players building keeps or paying ransoms, curing a curse or disease, funding a new magic school. I just run out of ideas.The trick is to include things in the setting to spend your treasure on.
Game assumes treasure and magical loot.Another thought: how should a theoretical 6E treat loot and treasure rewards? What place do piles of silver and/or magic items have in D&D going forward. Should the game be aiming for Diablo style loot drops? Or should it be minimized or excised entirely?
Yup, up on Demiplane:That's interesting. Is there a free preview or quickstart for Cosmere?