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A call for rampant speculation and suggestions on classes.
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<blockquote data-quote="steeldragons" data-source="post: 5999566" data-attributes="member: 92511"><p>Note: all of the below are looking at things through a "default class" lens. Variants of any or all of the classes are obviously going to be possible. I'm just thinking in the "without<em> having to</em> add or change anything" vein.</p><p></p><p><strong><span style="font-size: 12px">Acrobat:</span></strong> a Scheme or Specialty available to Assassins, Rogues or Fighters.</p><p></p><p><strong><span style="font-size: 12px">Assassin:</span></strong> Best at killing. How?</p><p>--Rogue class = Skills heavy/dependent: Stealth, Poison Knowledge/Use/Creation, Disguise, Spying (so needs things like opening locks and removing as well as laying traps) and Information Gathering, etc...etc...</p><p>--Sneak/Kill Attack...how to make it better/more effective [or even if it should/has to be?] than a Thief-Rogue's I don't know.</p><p>--More Str. than Dex. dependent, better armor and weapon options?</p><p></p><p><span style="font-size: 12px"><strong>Avenger:</strong></span> a Specialty available to Assassins, Fighters, Rogues, Rangers or Paladins.</p><p></p><p><span style="font-size: 12px"><strong>Bard:</strong></span> Best at filling in the gaps/jack-of-all-trades. How?</p><p>--Rogue class = Skills heavy/dependent: Stealth, any number of Knowledge/Lore, Healing, Performance: Music, etc.. etc...and/or lump it all together under a "Bardic Lore" package/mechanic.</p><p>--Bardic Magic/Spell[song] use: dependent on their music with a Bard spell list mixing: illusions and enchantment (mage-lite), some minor healing and bolstering (cleric-ite) and mostly druidic/natural type magic (abandon the strong "Arcane" affiliation of former editions for their druidic origins).</p><p>--choice of any Rogue, Druid or Fighter specialties.</p><p><span style="font-size: 12px"><strong></strong></span></p><p><span style="font-size: 12px"><strong>Cavalier:</strong></span> a specialty available to Fighters and Paladins.</p><p></p><p><span style="font-size: 12px"><strong>Cleric: </strong></span>Best at bolstering/support. How?</p><p>--Channel Divinity: for extra powers "per day" that are related to their deity's domains/spheres of influence.</p><p>--Domains: extra spells, feats, and/or powers (already in).</p><p>--Clerical/Divine Spell use: "general" cleric magic [usable by any cleric] is focused more on protection and support (healing, resisting/dispelling natural or magical harm or effects, etc.)</p><p><span style="font-size: 12px"><strong></strong></span></p><p><span style="font-size: 12px"><strong>Druid:</strong></span> Best at advocating and protecting nature/the natural world. How?</p><p> --Natural/Druidic spell use (their own spell list again, some overlap with mages, some overlap with clerics, but a lot that are just their own). It emulates some of the clerical magic "support/bolster" spells (minor healings, neutralizing poison, purifying food and water, etc.), some of the mage's command of the elements, and connecting/influencing weather, animals and plants, over which neither clerics or mages (MOST of them, anyway) have very much sway</p><p> --Use the Channel Divinity Mechanic (call it "Channel Nature" or whatever) to utilize (and LIMIT!) a list of various extra "powers": Shapeshifting being the most obvious, resistances or immunities (possibly as an area effect) to natural energy attacks (fire/cold/etc), Speaking with animals, (maybe commanding elementals?) etc...[if you must insist on a "Summoning [Nature's Ally]" kinda thing be built into the druid for the default, then put it HERE! The protectors/advocates of the natural world should NOT be endlessly conjuring animals to go to their doom/do the druid's fighting for them. I have ALWAYS hated that!]</p><p> --Something similar to the paladin's "Detect Opposition/Danger/spider sense" kind of mechanic that applies only to "disturbances" to the surrounding natural world (detecting undead or demons or a particularly "Evil" or "Holy" artifact in the area for example, something that throws off the "Balance" of the natural world).</p><p></p><p> <span style="font-size: 12px"><strong>Fighter:</strong></span> Best at fighting. How?</p><p> --best/all armor and weapon options </p><p> --choice of fighting styles/manuevers/specialties (including weapon specialization) or all three if they make them different things, that allow for any warrior archetype/concept.</p><p> --Combat Superiority (which we already know about/already in)</p><p><strong><span style="font-size: 12px"></span></strong></p><p><strong><span style="font-size: 12px">Illusionist </span></strong><span style="font-size: 10px">[and Necromancer, et al. Specialist mages]</span><strong><span style="font-size: 12px">:</span> </strong>a Specialty/"Tradition" available for Mages.</p><p><strong></strong></p><p><strong> <span style="font-size: 12px">Mage </span></strong>[nee Wizard]<strong>: </strong>Best at harnessing/using arcane magic. How?</p><p>--Mage/Arcane Spell Use: fire n' forget/increasing spell slots as one studies and learns more, capable of wielding more power.</p><p>--Mage specialties: for the Illusionists, Necromancers, etc...extra/specific spell lists and special "powers" related to their chosen "tradition."</p><p>--Gain more/better magic-specific "skills" or "feats": like Reading and Detecting Magic being at-will things, spontaneous casting of lower level spells as higher level spells are gained, Counterspelling, maybe incorporate some "metamagic" type of abilities at higher levels.</p><p><span style="font-size: 12px"><strong></strong></span></p><p><span style="font-size: 12px"><strong>Paladin:</strong></span> Best at championing (a cause, a god, religion, alignment, whatever). How?</p><p> --[Holy] Favors: extra damage smites, laying on hands, relevant limited use/"per day" abilities relevant to their "patron" (nature/fluff of the paladin is a table-by-table decision).</p><p> --Boons: Detection of "Danger/Opposition", Immunity to Disease and Poison, relevant powers from their "patron" (be it a deity or ideal), etc...</p><p> --choose from any Fighter AND/OR Cleric specific Specialties.</p><p> </p><p> <span style="font-size: 12px"><strong>Ranger:</strong></span> Best at ranging. How?</p><p> --Skills heavily built into the class, regardless of background or specialty: Tracking, Survival, Nature Lore, Herbalism, Healing, Geographic or Environmental Lore, Local History, etc..etc...</p><p> --Quarry/Favored Enemy mechanics that apply to a regional foe with whom the ranger has specific experience studying, hunting and fighting. Start with one and add to the list as you level/have experience with various creatures (NOT anybody I happen to be fighting at the moment...now they're "quarry" for extra damage? No thanks.)</p><p> --Favored Environment/Terrain mechanics [Urban, Arctic, Desert, Marshlands, Woodlands, etc. etc.] that give additional terrain/environment-based skills or "feats". Start with 2, maybe?, and add others as you level/experience other regions/terrain types.</p><p></p><p><span style="font-size: 12px"><strong>Rogue/Thief:</strong></span> Best at exploring. How?</p><p> --Rogue = Skill heavy/dependent...all about the skills. Stealth, Picking Pockets, locks, traps, etc. etc. would seem to be the most common/default. But also such things as Information gathering, Local history/gossip/lore, Rope Use, Climbing...Any sort of Int. or Dex-based skill, actually. </p><p> --Schemes for specific archetypes/extra/special skill-bundles. (already in). </p><p> --gains more/new skills throughout their career faster/more than other classes.</p><p><span style="font-size: 12px"><strong></strong></span></p><p><span style="font-size: 12px"><strong>Sorcerer:</strong></span> a specialty available for Mages for all-spontaneous casting.</p><p></p><p><span style="font-size: 12px"><strong>Warlock:</strong></span> Best at...ummm, cheating their way to magical power? No?...how 'bout "directly channeling arcane energies." Sure, we'll go with that. How?</p><p>--The PACT! root of all Warlock power...first and foremost imbuing at-will "powers" (I do not consider the magic used by warlocks to be "spells" per se...though they are capable of casting them.) from an extradimensional (infernal or demonic) patron entity.</p><p>--Favors & Boons from their patrons. Basically the Paladin and Warlock use the same mechanics...just fluffed differently. Favors are more common/"combat oriented" effects that are limited in number of times but are "renewable" [short rest stuff?]. Boons are more constant/less flashy abilities (protections/resistances, divinations, etc).</p><p>--Magic item use: ability to use any magic item a Mage can without the need for command words or specific spell knowledge or anything, they just kinda "turn the item on" with their imbued arcane energies...and, the flipside, some sort of "magic draining or stealing" mechanic that let's them refresh their allotment of "favors" by siphoning off power from items or magical places (and/or persons?).</p><p></p><p><span style="font-size: 12px"><strong>Warlord:</strong></span> a specialty available to any class.</p></blockquote><p></p>
[QUOTE="steeldragons, post: 5999566, member: 92511"] Note: all of the below are looking at things through a "default class" lens. Variants of any or all of the classes are obviously going to be possible. I'm just thinking in the "without[I] having to[/I] add or change anything" vein. [B][SIZE=3]Acrobat:[/SIZE][/B] a Scheme or Specialty available to Assassins, Rogues or Fighters. [B][SIZE=3]Assassin:[/SIZE][/B] Best at killing. How? --Rogue class = Skills heavy/dependent: Stealth, Poison Knowledge/Use/Creation, Disguise, Spying (so needs things like opening locks and removing as well as laying traps) and Information Gathering, etc...etc... --Sneak/Kill Attack...how to make it better/more effective [or even if it should/has to be?] than a Thief-Rogue's I don't know. --More Str. than Dex. dependent, better armor and weapon options? [SIZE=3][B]Avenger:[/B][/SIZE] a Specialty available to Assassins, Fighters, Rogues, Rangers or Paladins. [SIZE=3][B]Bard:[/B][/SIZE] Best at filling in the gaps/jack-of-all-trades. How? --Rogue class = Skills heavy/dependent: Stealth, any number of Knowledge/Lore, Healing, Performance: Music, etc.. etc...and/or lump it all together under a "Bardic Lore" package/mechanic. --Bardic Magic/Spell[song] use: dependent on their music with a Bard spell list mixing: illusions and enchantment (mage-lite), some minor healing and bolstering (cleric-ite) and mostly druidic/natural type magic (abandon the strong "Arcane" affiliation of former editions for their druidic origins). --choice of any Rogue, Druid or Fighter specialties. [SIZE=3][B] Cavalier:[/B][/SIZE] a specialty available to Fighters and Paladins. [SIZE=3][B]Cleric: [/B][/SIZE]Best at bolstering/support. How? --Channel Divinity: for extra powers "per day" that are related to their deity's domains/spheres of influence. --Domains: extra spells, feats, and/or powers (already in). --Clerical/Divine Spell use: "general" cleric magic [usable by any cleric] is focused more on protection and support (healing, resisting/dispelling natural or magical harm or effects, etc.) [SIZE=3][B] Druid:[/B][/SIZE] Best at advocating and protecting nature/the natural world. How? --Natural/Druidic spell use (their own spell list again, some overlap with mages, some overlap with clerics, but a lot that are just their own). It emulates some of the clerical magic "support/bolster" spells (minor healings, neutralizing poison, purifying food and water, etc.), some of the mage's command of the elements, and connecting/influencing weather, animals and plants, over which neither clerics or mages (MOST of them, anyway) have very much sway --Use the Channel Divinity Mechanic (call it "Channel Nature" or whatever) to utilize (and LIMIT!) a list of various extra "powers": Shapeshifting being the most obvious, resistances or immunities (possibly as an area effect) to natural energy attacks (fire/cold/etc), Speaking with animals, (maybe commanding elementals?) etc...[if you must insist on a "Summoning [Nature's Ally]" kinda thing be built into the druid for the default, then put it HERE! The protectors/advocates of the natural world should NOT be endlessly conjuring animals to go to their doom/do the druid's fighting for them. I have ALWAYS hated that!] --Something similar to the paladin's "Detect Opposition/Danger/spider sense" kind of mechanic that applies only to "disturbances" to the surrounding natural world (detecting undead or demons or a particularly "Evil" or "Holy" artifact in the area for example, something that throws off the "Balance" of the natural world). [SIZE=3][B]Fighter:[/B][/SIZE] Best at fighting. How? --best/all armor and weapon options --choice of fighting styles/manuevers/specialties (including weapon specialization) or all three if they make them different things, that allow for any warrior archetype/concept. --Combat Superiority (which we already know about/already in) [B][SIZE=3] Illusionist [/SIZE][/B][SIZE=2][and Necromancer, et al. Specialist mages][/SIZE][B][SIZE=3]:[/SIZE] [/B]a Specialty/"Tradition" available for Mages. [B] [SIZE=3]Mage [/SIZE][/B][nee Wizard][B]: [/B]Best at harnessing/using arcane magic. How? --Mage/Arcane Spell Use: fire n' forget/increasing spell slots as one studies and learns more, capable of wielding more power. --Mage specialties: for the Illusionists, Necromancers, etc...extra/specific spell lists and special "powers" related to their chosen "tradition." --Gain more/better magic-specific "skills" or "feats": like Reading and Detecting Magic being at-will things, spontaneous casting of lower level spells as higher level spells are gained, Counterspelling, maybe incorporate some "metamagic" type of abilities at higher levels. [SIZE=3][B] Paladin:[/B][/SIZE] Best at championing (a cause, a god, religion, alignment, whatever). How? --[Holy] Favors: extra damage smites, laying on hands, relevant limited use/"per day" abilities relevant to their "patron" (nature/fluff of the paladin is a table-by-table decision). --Boons: Detection of "Danger/Opposition", Immunity to Disease and Poison, relevant powers from their "patron" (be it a deity or ideal), etc... --choose from any Fighter AND/OR Cleric specific Specialties. [SIZE=3][B]Ranger:[/B][/SIZE] Best at ranging. How? --Skills heavily built into the class, regardless of background or specialty: Tracking, Survival, Nature Lore, Herbalism, Healing, Geographic or Environmental Lore, Local History, etc..etc... --Quarry/Favored Enemy mechanics that apply to a regional foe with whom the ranger has specific experience studying, hunting and fighting. Start with one and add to the list as you level/have experience with various creatures (NOT anybody I happen to be fighting at the moment...now they're "quarry" for extra damage? No thanks.) --Favored Environment/Terrain mechanics [Urban, Arctic, Desert, Marshlands, Woodlands, etc. etc.] that give additional terrain/environment-based skills or "feats". Start with 2, maybe?, and add others as you level/experience other regions/terrain types. [SIZE=3][B]Rogue/Thief:[/B][/SIZE] Best at exploring. How? --Rogue = Skill heavy/dependent...all about the skills. Stealth, Picking Pockets, locks, traps, etc. etc. would seem to be the most common/default. But also such things as Information gathering, Local history/gossip/lore, Rope Use, Climbing...Any sort of Int. or Dex-based skill, actually. --Schemes for specific archetypes/extra/special skill-bundles. (already in). --gains more/new skills throughout their career faster/more than other classes. [SIZE=3][B] Sorcerer:[/B][/SIZE] a specialty available for Mages for all-spontaneous casting. [SIZE=3][B]Warlock:[/B][/SIZE] Best at...ummm, cheating their way to magical power? No?...how 'bout "directly channeling arcane energies." Sure, we'll go with that. How? --The PACT! root of all Warlock power...first and foremost imbuing at-will "powers" (I do not consider the magic used by warlocks to be "spells" per se...though they are capable of casting them.) from an extradimensional (infernal or demonic) patron entity. --Favors & Boons from their patrons. Basically the Paladin and Warlock use the same mechanics...just fluffed differently. Favors are more common/"combat oriented" effects that are limited in number of times but are "renewable" [short rest stuff?]. Boons are more constant/less flashy abilities (protections/resistances, divinations, etc). --Magic item use: ability to use any magic item a Mage can without the need for command words or specific spell knowledge or anything, they just kinda "turn the item on" with their imbued arcane energies...and, the flipside, some sort of "magic draining or stealing" mechanic that let's them refresh their allotment of "favors" by siphoning off power from items or magical places (and/or persons?). [SIZE=3][B]Warlord:[/B][/SIZE] a specialty available to any class. [/QUOTE]
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