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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="NaturalZero" data-source="post: 7322945" data-attributes="member: 55705"><p>You'd definitely want to keep things from stacking too much, just like in 5e. In the Legend system, you can't stack Sneak Attack on top of a monk's bonus damage, for example, so designing things so that basic math doesn't stack in an overpowered way would be an obvious design tenet. Using the action economy to prevent abuse could provide a universal check too. You can use your bonus/minor action to activate something special from column A or column B on your turn, but not from both columns at once, and you can only maintain one "concentration" ability at a time. Ultimately though, the issue of people finding broken combos is something you're going to have to tackle in literally every system with multiclassing and re-combinable options.</p><p></p><p></p><p></p><p>I mean, you're not necessarily going to be THAT broad from including just 3 tracks. You're going to be more broad than someone who wants to take 3 different damage boosting tracks in order to "win" at damage-dealing because you're going to get more mileage by combining different types of abilities that are complimentary instead of overlapping. A player would be encouraged to take that special mobility track that helps during exploration and that other one with clairvoyance because you can't stack every similar ability in one conceptual silo. I would probably design it so that most spell casters are less broad than many DnD classes, like the wizard, as well. You can take 3 different "schools" of magic at the very most, instead of cherry picking like previous edition, and each track has an opportunity cost such as giving up advanced swordplay or music buffs or healing, et al.</p><p></p><p>Say, you make a rogue-type character. You might want Sneak attack and there's a track to deals bonus damage with different debuffs. You can't stack other bonus damage from different track so you look for a mobility track that lets you dodge, move faster, evade, etc, and another one that lets you use shadow magic. You've basically built a class-construct that has the same gestalt effect as a classical DnD-styled class while still leaving out a bunch of niches like crowd control, healing, tanking, etc. You won't collect enough abilities to kill all the niches with one character.</p></blockquote><p></p>
[QUOTE="NaturalZero, post: 7322945, member: 55705"] You'd definitely want to keep things from stacking too much, just like in 5e. In the Legend system, you can't stack Sneak Attack on top of a monk's bonus damage, for example, so designing things so that basic math doesn't stack in an overpowered way would be an obvious design tenet. Using the action economy to prevent abuse could provide a universal check too. You can use your bonus/minor action to activate something special from column A or column B on your turn, but not from both columns at once, and you can only maintain one "concentration" ability at a time. Ultimately though, the issue of people finding broken combos is something you're going to have to tackle in literally every system with multiclassing and re-combinable options. I mean, you're not necessarily going to be THAT broad from including just 3 tracks. You're going to be more broad than someone who wants to take 3 different damage boosting tracks in order to "win" at damage-dealing because you're going to get more mileage by combining different types of abilities that are complimentary instead of overlapping. A player would be encouraged to take that special mobility track that helps during exploration and that other one with clairvoyance because you can't stack every similar ability in one conceptual silo. I would probably design it so that most spell casters are less broad than many DnD classes, like the wizard, as well. You can take 3 different "schools" of magic at the very most, instead of cherry picking like previous edition, and each track has an opportunity cost such as giving up advanced swordplay or music buffs or healing, et al. Say, you make a rogue-type character. You might want Sneak attack and there's a track to deals bonus damage with different debuffs. You can't stack other bonus damage from different track so you look for a mobility track that lets you dodge, move faster, evade, etc, and another one that lets you use shadow magic. You've basically built a class-construct that has the same gestalt effect as a classical DnD-styled class while still leaving out a bunch of niches like crowd control, healing, tanking, etc. You won't collect enough abilities to kill all the niches with one character. [/QUOTE]
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6e, how would you sort the classes/sub-classs?
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