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General Tabletop Discussion
*Dungeons & Dragons
6e, how would you sort the classes/sub-classs?
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<blockquote data-quote="Blue" data-source="post: 7320491" data-attributes="member: 20564"><p>Ooh, got a different one to suggest.</p><p></p><p>Characters have three totally separate classes, each with their own XP and level. These three correspond to the different pillars of D&D.</p><p></p><p>So you would have a "combat" class, a "exploration" (or "discovery" as Mike Mearls says he now likes to call it) class and a "social interaction" class. They each have their own feats that you can only take with levels from those classes. All classes have choice of two primary ability scores, to allow better overlap between your classes. (Ability score balancing would need to occur.) So yes, this means that if you picked DEX for your fighter, you could use DEX for all weapons you are proficient with, not just finesse weapons.</p><p></p><p>Social Interaction classes would be thinks like Face, Thug, Spy, Grifter, Performer, Leader, Enchanter.</p><p></p><p>Discovery classes would be something like Wilderness Guide, Seer, Sneak, Shapechanger, Fortuneteller and Sage.</p><p></p><p>Combat classes would be greatly stripped down from what we have, but since 80%+ of class rules are combat related it gives you an idea.</p><p></p><p>To give an example of how existing class would get split up, Druidic base wild shape would go to a Discovery class. Moon Druid wild shape would likely be a whole combat class.</p><p></p><p>XP would be given out per scene/montage, and would be individualized. Additional XP would be given out for milestones/story awards and you can divide that as you like between all three. Or it adds to all three automatically, that might be better.</p><p></p><p>As a matter of fact, I'd strongly suggest that PCs don't start the same in all three of their pillars - some could be stronger in Social Interaction, or Combat, or Discovery. The XP charts make it easy to catch up to the same level as everyone else.</p><p></p><p>Inspiration for this was a recent article had me thinking about Mechwarrior, the Battletech RPG I played back in the 90s. All of your "pilot a mech" skills came from the same bucket as everything else. Two of us made well rounded characters who would be able to survive outside a mech, but weren't experts at anything. I was actually bad in the mech battle part since I had okay skills but owned a tiny 20 tonner. Others barely made any allowance for life outside of a mech and were really good at that. And I wished that you didn't have to give up one to get the other.</p></blockquote><p></p>
[QUOTE="Blue, post: 7320491, member: 20564"] Ooh, got a different one to suggest. Characters have three totally separate classes, each with their own XP and level. These three correspond to the different pillars of D&D. So you would have a "combat" class, a "exploration" (or "discovery" as Mike Mearls says he now likes to call it) class and a "social interaction" class. They each have their own feats that you can only take with levels from those classes. All classes have choice of two primary ability scores, to allow better overlap between your classes. (Ability score balancing would need to occur.) So yes, this means that if you picked DEX for your fighter, you could use DEX for all weapons you are proficient with, not just finesse weapons. Social Interaction classes would be thinks like Face, Thug, Spy, Grifter, Performer, Leader, Enchanter. Discovery classes would be something like Wilderness Guide, Seer, Sneak, Shapechanger, Fortuneteller and Sage. Combat classes would be greatly stripped down from what we have, but since 80%+ of class rules are combat related it gives you an idea. To give an example of how existing class would get split up, Druidic base wild shape would go to a Discovery class. Moon Druid wild shape would likely be a whole combat class. XP would be given out per scene/montage, and would be individualized. Additional XP would be given out for milestones/story awards and you can divide that as you like between all three. Or it adds to all three automatically, that might be better. As a matter of fact, I'd strongly suggest that PCs don't start the same in all three of their pillars - some could be stronger in Social Interaction, or Combat, or Discovery. The XP charts make it easy to catch up to the same level as everyone else. Inspiration for this was a recent article had me thinking about Mechwarrior, the Battletech RPG I played back in the 90s. All of your "pilot a mech" skills came from the same bucket as everything else. Two of us made well rounded characters who would be able to survive outside a mech, but weren't experts at anything. I was actually bad in the mech battle part since I had okay skills but owned a tiny 20 tonner. Others barely made any allowance for life outside of a mech and were really good at that. And I wished that you didn't have to give up one to get the other. [/QUOTE]
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6e, how would you sort the classes/sub-classs?
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