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A 10-Level Variant for 5E for review and work
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<blockquote data-quote="DND_Reborn" data-source="post: 7859486" data-attributes="member: 6987520"><p>LOL I love all the feedback. I want everyone to know that even if I don't get a chance to reply to everything, I <em>am</em> reading every post, and I will do my best to respond.</p><p></p><p></p><p></p><p>Yes, casters spells are a big feature. But I can't allow new spell levels to be the sum of their features because they get them every level but 10th. Even if the boosts they gain aren't powerful, I want them to get something.</p><p></p><p>On a related note, I am all in favor for giving other classes something as well to balance it out.</p><p></p><p></p><p></p><p>The big design elements are removing ASIs and increasing proficiency so the game remains balanced in terms of every thing else. Also, I think characters have too many HP, especially at higher levels. Finally, many games seem to teeter off before reaching higher levels so those features are never or hardly ever experienced.</p><p></p><p>Defense <em>IS</em> mostly static in 5E, as reflected in the idea that ever increasing HP makes up for it. I have removed some of the HP, but added an AC bonus by level. Again, I am trying to rebuild character classes while keeping it balanced with the rest of 5E.</p><p></p><p></p><p></p><p>Actually, it should be obvious that was my jumping off point. But in removing ASIs and some of the other changes, I decided it would be better to restructure things into 10 levels. I also wanted to fill in the gaps for classes where not having ASIs made them feel empty. So, I've included several house-ruled ideas. Ultimately, some will go, some will stay, and new ones will be added.</p><p></p><p>This is primarily an exercise in game design since I do enjoying tinkering with 5E (I am a gnome at heart! <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></p><p></p><p>Considering the 9 spell levels, 10 levels was the least I could get it down to. Now, if I was designing something more in line with what most tables do (max 8-10 levels out of 20), I could see getting it down to 6 maybe.</p><p></p><p>The modular changes such as proficiency, HP, and AC are to try to keep this in balance with the current 5E rules. Otherwise, I would have to make even more adjustments to other areas. These changes might work and they might not, just my first take on it.</p><p></p><p></p><p></p><p>LOL Warlocks are coming! If not tonight, then tomorrow sometime.</p><p></p><p>The HP is hardcoded for the type of game I play, and want to try out with this. Maxing out HP, especially beyond level one, might work ok or might not. Some players like static HP, I don't. When this is done, if you want to try it, you can certainly do so with static HP of course.</p><p></p><p>Personally, I <em>LOVE</em> the variant idea of two scores (CON plus one other) modifying hit points given the abstract nature they represent. It is one of the best ideas IMO and something I will probably pull into my regular 5E game whether I stick with this or not. <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></p><p></p><p>The metamagics are in the sorcerer's table, especially Metamagic Mastery. I love metamagic a lot and warlock invocations. I would love to see more done with both of them in terms of feature abilities.</p><p></p><p>But I find many of the invocations unimpressive so I am not sure what to do with them. This is one of the reasons why Warlocks haven't been added yet.</p></blockquote><p></p>
[QUOTE="DND_Reborn, post: 7859486, member: 6987520"] LOL I love all the feedback. I want everyone to know that even if I don't get a chance to reply to everything, I [I]am[/I] reading every post, and I will do my best to respond. Yes, casters spells are a big feature. But I can't allow new spell levels to be the sum of their features because they get them every level but 10th. Even if the boosts they gain aren't powerful, I want them to get something. On a related note, I am all in favor for giving other classes something as well to balance it out. The big design elements are removing ASIs and increasing proficiency so the game remains balanced in terms of every thing else. Also, I think characters have too many HP, especially at higher levels. Finally, many games seem to teeter off before reaching higher levels so those features are never or hardly ever experienced. Defense [I]IS[/I] mostly static in 5E, as reflected in the idea that ever increasing HP makes up for it. I have removed some of the HP, but added an AC bonus by level. Again, I am trying to rebuild character classes while keeping it balanced with the rest of 5E. Actually, it should be obvious that was my jumping off point. But in removing ASIs and some of the other changes, I decided it would be better to restructure things into 10 levels. I also wanted to fill in the gaps for classes where not having ASIs made them feel empty. So, I've included several house-ruled ideas. Ultimately, some will go, some will stay, and new ones will be added. This is primarily an exercise in game design since I do enjoying tinkering with 5E (I am a gnome at heart! :) ) Considering the 9 spell levels, 10 levels was the least I could get it down to. Now, if I was designing something more in line with what most tables do (max 8-10 levels out of 20), I could see getting it down to 6 maybe. The modular changes such as proficiency, HP, and AC are to try to keep this in balance with the current 5E rules. Otherwise, I would have to make even more adjustments to other areas. These changes might work and they might not, just my first take on it. LOL Warlocks are coming! If not tonight, then tomorrow sometime. The HP is hardcoded for the type of game I play, and want to try out with this. Maxing out HP, especially beyond level one, might work ok or might not. Some players like static HP, I don't. When this is done, if you want to try it, you can certainly do so with static HP of course. Personally, I [I]LOVE[/I] the variant idea of two scores (CON plus one other) modifying hit points given the abstract nature they represent. It is one of the best ideas IMO and something I will probably pull into my regular 5E game whether I stick with this or not. :) The metamagics are in the sorcerer's table, especially Metamagic Mastery. I love metamagic a lot and warlock invocations. I would love to see more done with both of them in terms of feature abilities. But I find many of the invocations unimpressive so I am not sure what to do with them. This is one of the reasons why Warlocks haven't been added yet. [/QUOTE]
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