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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="Sacrosanct" data-source="post: 7322632" data-attributes="member: 15700"><p>I second this. It's really got my gear turning. As a game designer, such a question poses an excellent exercise <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>OK, so a few requirements and assumptions (IMO anyway): Whatever revisions we suggest has to be compatible with the larger game (like spells, monsters, leveling, etc) since only classes/subclasses are in scope for this exercise.</p><p></p><p>So to expand on what I've been doing, I'm really leaning towards something like this:</p><p></p><p>Classes: The are the core four: cleric, fighter, magic user, and rogue. At odd levels, the classes grant a core feature (plus the initial basics like proficiencies and hit die, etc)</p><p></p><p>Occupational Package: Kind of like super subclasses. These grant a feature at every even level.</p><p></p><p>For example:</p><p></p><p><strong>Fighter</strong>:</p><p>level 1: Choose a fighting style and second wind (as written)</p><p>Level 3: action surge, improved critical</p><p>Level 5: extra attack</p><p>Level 7: Quick learner (due to affinity to learn tactical patterns and strategy, translate that into granting yourself advantage and proficiency on any one skill check you choose. Must be attempted immediately. Use this a number of times equal to your prof bonus (minimum once) per long rest</p><p>Level 9: resilient: once per long rest, turn any failed saving throw or skill check into a success</p><p>Level 11: extra attack</p><p>Level 13: Indomitable (as PHB), extra fighting style</p><p>Level 15: superior critical</p><p>Level 17: survivor (as PHB)</p><p>Level 19: extra attack</p><p></p><p>And let's say for an occupational package, you want to be a <strong>commander </strong>(requiring a prerequisite of having a CHA of 13). So:</p><p>Level 2: Tactical knowledge (If you have a minute to prepare for battle knowing what you face before combat starts, you and every ally within 60ft has advantage on their first roll of the encounter), Inspiring word (d6. You have as many as your CHA modifier, which recharges after a short or long rest. Choose 3 of the Commander maneuvers from the list below)</p><p>Level 4: ASI or feat</p><p>Level 6: Inspiring Word (IW) is now a d8, choose an additional maneuver to learn</p><p>Level 8: Battle leadership (If you have not already taken your action, as a reaction, give up your action and choose an ally within 60ft that had just finished his or her turn. That ally can take another action immediately)</p><p>Level 10: IW is a d10. Chose an addition maneuver to learn</p><p>Level 12: ASI or feat</p><p>Level 14: Lasting Leadership (As long as you are not incapacitated, all allies within 60ft of you gain a bonus of +1 to all Saving throws and skill checks)</p><p>Level 16: IW is a d12. Learn all of the remaining maneuvers</p><p>Level 18: ASI or Feat</p><p>Level 20: Battlefield general (Gain an awareness of the battlefield and share a link with all allies of your choosing within 60ft. You gain telepathy with these allies, and your shared awareness results in you and each eligible ally gaining advantage on all Saving Throws and a bonus +2 to AC while maintaining concentration. This lasts for as long as you maintain concentration, or up to 1 hour, and be used once per long rest)</p><p></p><p><strong>Commander Maneuvers</strong> (use a reaction to invoke)</p><p><em>Rally</em>: you or a target within 30ft gains IW in Hit Points</p><p><em>Precision target</em>: choose an ally within 30ft or yourself. The next attack roll by that ally within the next round will be made with a bonus equally your IW roll</p><p><em>Inspired</em>: Choose an ally within 30ft. That ally will add the result of you IW roll to the next skill check he or she makes</p><p><em>Coordinated Strike</em>: choose an ally within 30ft or yourself that just made a successful attack. Add the IW roll to the damage of that attack</p><p><em>Watchout</em>: choose an ally within 30ft that was just attacked. Roll the IW die and add that to the AC of the ally until the start of your next turn</p><p><em>Planned Defense</em>: choose an ally within 30ft or yourself. Add the IW roll result to the next saving throw if taken within the next round</p><p><em>Better Route</em>: Choose an ally within 60ft or yourself. Spend an IW die and add 30ft to the target's movement. The target can immediately move, and avoid any AoO if one were to be prompted</p><p><em>Get UP</em>: choose an ally within 60ft that just fell unconscious. Spend an IW die to immediately bring that PC back to 1 hp.</p><p></p><p></p><p></p><p>Note: These are just rough ideas, so don't expect them to be balanced or anything</p></blockquote><p></p>
[QUOTE="Sacrosanct, post: 7322632, member: 15700"] I second this. It's really got my gear turning. As a game designer, such a question poses an excellent exercise :) OK, so a few requirements and assumptions (IMO anyway): Whatever revisions we suggest has to be compatible with the larger game (like spells, monsters, leveling, etc) since only classes/subclasses are in scope for this exercise. So to expand on what I've been doing, I'm really leaning towards something like this: Classes: The are the core four: cleric, fighter, magic user, and rogue. At odd levels, the classes grant a core feature (plus the initial basics like proficiencies and hit die, etc) Occupational Package: Kind of like super subclasses. These grant a feature at every even level. For example: [B]Fighter[/B]: level 1: Choose a fighting style and second wind (as written) Level 3: action surge, improved critical Level 5: extra attack Level 7: Quick learner (due to affinity to learn tactical patterns and strategy, translate that into granting yourself advantage and proficiency on any one skill check you choose. Must be attempted immediately. Use this a number of times equal to your prof bonus (minimum once) per long rest Level 9: resilient: once per long rest, turn any failed saving throw or skill check into a success Level 11: extra attack Level 13: Indomitable (as PHB), extra fighting style Level 15: superior critical Level 17: survivor (as PHB) Level 19: extra attack And let's say for an occupational package, you want to be a [B]commander [/B](requiring a prerequisite of having a CHA of 13). So: Level 2: Tactical knowledge (If you have a minute to prepare for battle knowing what you face before combat starts, you and every ally within 60ft has advantage on their first roll of the encounter), Inspiring word (d6. You have as many as your CHA modifier, which recharges after a short or long rest. Choose 3 of the Commander maneuvers from the list below) Level 4: ASI or feat Level 6: Inspiring Word (IW) is now a d8, choose an additional maneuver to learn Level 8: Battle leadership (If you have not already taken your action, as a reaction, give up your action and choose an ally within 60ft that had just finished his or her turn. That ally can take another action immediately) Level 10: IW is a d10. Chose an addition maneuver to learn Level 12: ASI or feat Level 14: Lasting Leadership (As long as you are not incapacitated, all allies within 60ft of you gain a bonus of +1 to all Saving throws and skill checks) Level 16: IW is a d12. Learn all of the remaining maneuvers Level 18: ASI or Feat Level 20: Battlefield general (Gain an awareness of the battlefield and share a link with all allies of your choosing within 60ft. You gain telepathy with these allies, and your shared awareness results in you and each eligible ally gaining advantage on all Saving Throws and a bonus +2 to AC while maintaining concentration. This lasts for as long as you maintain concentration, or up to 1 hour, and be used once per long rest) [B]Commander Maneuvers[/B] (use a reaction to invoke) [I]Rally[/I]: you or a target within 30ft gains IW in Hit Points [I]Precision target[/I]: choose an ally within 30ft or yourself. The next attack roll by that ally within the next round will be made with a bonus equally your IW roll [I]Inspired[/I]: Choose an ally within 30ft. That ally will add the result of you IW roll to the next skill check he or she makes [I]Coordinated Strike[/I]: choose an ally within 30ft or yourself that just made a successful attack. Add the IW roll to the damage of that attack [I]Watchout[/I]: choose an ally within 30ft that was just attacked. Roll the IW die and add that to the AC of the ally until the start of your next turn [I]Planned Defense[/I]: choose an ally within 30ft or yourself. Add the IW roll result to the next saving throw if taken within the next round [I]Better Route[/I]: Choose an ally within 60ft or yourself. Spend an IW die and add 30ft to the target's movement. The target can immediately move, and avoid any AoO if one were to be prompted [I]Get UP[/I]: choose an ally within 60ft that just fell unconscious. Spend an IW die to immediately bring that PC back to 1 hp. Note: These are just rough ideas, so don't expect them to be balanced or anything [/QUOTE]
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6e, how would you sort the classes/sub-classs?
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