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<blockquote data-quote="CreamCloud0" data-source="post: 9744147" data-attributes="member: 7034710"><p>i'd like to just put all the martial classes, the fighter, rogue, monk and barbarian, alongside the ideas of bard and ranger in a blender and mix em all up and break down the exclusivity of their abilities to create a bunch of new classes and a pooled resource of various martial techniques equivalent to the pages of spells casters all draw from (i'd suggest making ki/focus a throughline 'power source' for all costed martial abilities, so that your hypothetical multiclass monk/barb/battlemaster only has to manage one resource rather than separate ki, rages and BM dice), this means your fighter can pick up sneak attack or your barbarian can have the mobility of the monk</p><p></p><p>creating new classes we start from a basic middle of the road 'soldier' concept, medium offence, medium defences/bulk, medium mobility and add and remove from there as our 'centre' to get other new classes.</p><p></p><p>first variation is the assassin, the glass cannon, more damage less defence/bulk, single target damage.</p><p></p><p>next skirmisher, more mobility and attacks but weaker damage and bulk, get in, do whatever, get out.</p><p></p><p>then brawler, this is the unarmed warrior, no need for weapons or armour, it's more of a lateral change here.</p><p></p><p>expert is the skills class, less combat focus in exchange for leveraging mental stats in battle and expertise, reliable talent and the like.</p><p></p><p>the knight is the defender, high defence/bulk and ability to protect teammates at the cost of less attacks and less mobility.</p><p></p><p>finally the supporter, warlord cross bard, gives out buffs and bonuses to the party, auras and bardic inspiration.</p><p></p><p>there, seven different pure martial classes, edit: designed to mostly be different starting points on a shared grid, starting as say, a brawler, sets you up to already have all the features desired for an unarmed fighter, so you can pick your additional abilities to either spec into that design harder or diversify into other areas not naturally covered by that archetype.</p></blockquote><p></p>
[QUOTE="CreamCloud0, post: 9744147, member: 7034710"] i'd like to just put all the martial classes, the fighter, rogue, monk and barbarian, alongside the ideas of bard and ranger in a blender and mix em all up and break down the exclusivity of their abilities to create a bunch of new classes and a pooled resource of various martial techniques equivalent to the pages of spells casters all draw from (i'd suggest making ki/focus a throughline 'power source' for all costed martial abilities, so that your hypothetical multiclass monk/barb/battlemaster only has to manage one resource rather than separate ki, rages and BM dice), this means your fighter can pick up sneak attack or your barbarian can have the mobility of the monk creating new classes we start from a basic middle of the road 'soldier' concept, medium offence, medium defences/bulk, medium mobility and add and remove from there as our 'centre' to get other new classes. first variation is the assassin, the glass cannon, more damage less defence/bulk, single target damage. next skirmisher, more mobility and attacks but weaker damage and bulk, get in, do whatever, get out. then brawler, this is the unarmed warrior, no need for weapons or armour, it's more of a lateral change here. expert is the skills class, less combat focus in exchange for leveraging mental stats in battle and expertise, reliable talent and the like. the knight is the defender, high defence/bulk and ability to protect teammates at the cost of less attacks and less mobility. finally the supporter, warlord cross bard, gives out buffs and bonuses to the party, auras and bardic inspiration. there, seven different pure martial classes, edit: designed to mostly be different starting points on a shared grid, starting as say, a brawler, sets you up to already have all the features desired for an unarmed fighter, so you can pick your additional abilities to either spec into that design harder or diversify into other areas not naturally covered by that archetype. [/QUOTE]
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