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*Dungeons & Dragons
Adapting the Warlock Chassis for other Classes
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<blockquote data-quote="EzekielRaiden" data-source="post: 9341895" data-attributes="member: 6790260"><p>To help divorce things from being Warlock-specific, I propose referring to the "Warlock" approach as the "Split-subclass" model (or "split subclass with customization" to be really specific). You have five major components to this model:</p><p></p><ul> <li data-xf-list-type="ul">A major subclass, which defines both overall theme and core subclass mechanics.</li> <li data-xf-list-type="ul">A minor subclass, which focuses in on some specific part of play (e.g. specific approaches to combat, bonus utility effects, additional support features, alternative stat bonuses, etc.)</li> <li data-xf-list-type="ul">A short list of frequently-recharging (e.g. short-rest or per-encounter) resources.</li> <li data-xf-list-type="ul">A slowly but steadily growing set of bonuses or alternate options, selected from a pool with level prerequisites, allowing customizability within/between the major and minor subclasses.</li> <li data-xf-list-type="ul">Higher-level, more-powerful tools on a more restrictive resource budget (e.g. once per day, or only by expending resources that accrue slowly, etc.)</li> </ul><p></p><p>This model is helpful for a variety of reasons. The split subclass allows a great deal of freedom of mechanical expression, moreso than the rather limited variation WRT fighting styles or the like. E.g., using the split-subclass Fighter example above, the Samurai major subclass defines your tools (e.g. quick-draw bonuses, "nobility" skills/tools, peerless accuracy, etc.), while your minor subclass defines your approach (one big weapon, a single one-handed weapon and a free hand or offhand weapon, archery, etc.) This allows more mechanical impact than mere fighting styles because the customizable nature can extend beyond just the initial choice, but does not <em>force</em> such investment if the player would prefer other things.</p><p>[SPOILER="Example using Warlord, spoilered so folks can ignore it if they don't like Warlords"]</p><p></p><p>For my (still pure-concept) Warlord proposal, the major subclass might be called your "Combat Focus" or the like, corresponding to the <em>methods</em> the character favors using. This could include things like "Sapper" (military engineer and trickster), Skirmisher (lightly armed and armored high-mobility combatant), Vanguard (heavily armed and armored front-line leader), Mastermind (delegation and facilitation over direct participation), Knight-Enchanter (specialist in effective use of battlefield magic), etc. This would be where the bulk of your subclass mechanics arise, as this is the overall theme or concept you're wanting to implement.</p><p></p><p>By contrast, the minor subclass might be called your "Leadership Style." This sets which of the three mental ability scores is your Leadership modifier, fueling the rest of your class and subclass abilities, and giving an overall <em>ethos</em> rather than a specific method. The three concepts I have as of now are Bravura (Charisma-based, high-risk/high-reward), Resourceful (Wisdom-based, extra healing and/or status-removing effects), and Cunning (Intelligence-based, extra mitigation and buff effects).</p><p></p><p>Between the two, you get a class flexible enough to potentially want <em>any</em> of the six stats. A Bravura Vanguard Warlord will want Strength, Charisma, and Constitution, as she's mixing it up on the front lines and intentionally taking risks for payoff. A Cunning Mastermind will want Intelligence, Wisdom, and Dexterity, to spot weak points, foresee enemy behavior, and avoid incoming attacks. A Resourceful Skirmisher will want Wisdom, Dexterity, and Constitution to apply both triage help and targed harrying, able to get in, deal with the immediate threat, and get back out again. Etc.</p><p>[/SPOILER]</p><p></p><p>Likewise, I have a much more developed concept for a Summoner based on the split-subclass model. Mine channels the secret power of hidden constellations, and thus has a lot of astronomical imagery, but it's very heavily inspired by the PF Summoner. Major subclass is your Astral Sign, which defines how you relate to your "Visitant," an eldritch being from a distant plane of reality that is working with you (or using you, if yours is malevolent) to understand and experience the mortal world. The three Signs I've (partially) developed are the Sign of the Protean (ultra-adaptive Visitant that can reshape itself to each need), the Sign of the Muses (high support subclass, with a Visitant better at buffing and healing than getting directly involved), and Sign of the Chimaera (merge with your Visitant instead of summoning it independently). Spell slots work the same way, though the 6-9 slots are called "Esoteric Asterisms" rather than "Mystic Arcana." And Invocations become <em>Evolutions</em>, which alter and adapt your Visitant in various ways.</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 9341895, member: 6790260"] To help divorce things from being Warlock-specific, I propose referring to the "Warlock" approach as the "Split-subclass" model (or "split subclass with customization" to be really specific). You have five major components to this model: [LIST] [*]A major subclass, which defines both overall theme and core subclass mechanics. [*]A minor subclass, which focuses in on some specific part of play (e.g. specific approaches to combat, bonus utility effects, additional support features, alternative stat bonuses, etc.) [*]A short list of frequently-recharging (e.g. short-rest or per-encounter) resources. [*]A slowly but steadily growing set of bonuses or alternate options, selected from a pool with level prerequisites, allowing customizability within/between the major and minor subclasses. [*]Higher-level, more-powerful tools on a more restrictive resource budget (e.g. once per day, or only by expending resources that accrue slowly, etc.) [/LIST] This model is helpful for a variety of reasons. The split subclass allows a great deal of freedom of mechanical expression, moreso than the rather limited variation WRT fighting styles or the like. E.g., using the split-subclass Fighter example above, the Samurai major subclass defines your tools (e.g. quick-draw bonuses, "nobility" skills/tools, peerless accuracy, etc.), while your minor subclass defines your approach (one big weapon, a single one-handed weapon and a free hand or offhand weapon, archery, etc.) This allows more mechanical impact than mere fighting styles because the customizable nature can extend beyond just the initial choice, but does not [I]force[/I] such investment if the player would prefer other things. [SPOILER="Example using Warlord, spoilered so folks can ignore it if they don't like Warlords"] For my (still pure-concept) Warlord proposal, the major subclass might be called your "Combat Focus" or the like, corresponding to the [I]methods[/I] the character favors using. This could include things like "Sapper" (military engineer and trickster), Skirmisher (lightly armed and armored high-mobility combatant), Vanguard (heavily armed and armored front-line leader), Mastermind (delegation and facilitation over direct participation), Knight-Enchanter (specialist in effective use of battlefield magic), etc. This would be where the bulk of your subclass mechanics arise, as this is the overall theme or concept you're wanting to implement. By contrast, the minor subclass might be called your "Leadership Style." This sets which of the three mental ability scores is your Leadership modifier, fueling the rest of your class and subclass abilities, and giving an overall [I]ethos[/I] rather than a specific method. The three concepts I have as of now are Bravura (Charisma-based, high-risk/high-reward), Resourceful (Wisdom-based, extra healing and/or status-removing effects), and Cunning (Intelligence-based, extra mitigation and buff effects). Between the two, you get a class flexible enough to potentially want [I]any[/I] of the six stats. A Bravura Vanguard Warlord will want Strength, Charisma, and Constitution, as she's mixing it up on the front lines and intentionally taking risks for payoff. A Cunning Mastermind will want Intelligence, Wisdom, and Dexterity, to spot weak points, foresee enemy behavior, and avoid incoming attacks. A Resourceful Skirmisher will want Wisdom, Dexterity, and Constitution to apply both triage help and targed harrying, able to get in, deal with the immediate threat, and get back out again. Etc. [/SPOILER] Likewise, I have a much more developed concept for a Summoner based on the split-subclass model. Mine channels the secret power of hidden constellations, and thus has a lot of astronomical imagery, but it's very heavily inspired by the PF Summoner. Major subclass is your Astral Sign, which defines how you relate to your "Visitant," an eldritch being from a distant plane of reality that is working with you (or using you, if yours is malevolent) to understand and experience the mortal world. The three Signs I've (partially) developed are the Sign of the Protean (ultra-adaptive Visitant that can reshape itself to each need), the Sign of the Muses (high support subclass, with a Visitant better at buffing and healing than getting directly involved), and Sign of the Chimaera (merge with your Visitant instead of summoning it independently). Spell slots work the same way, though the 6-9 slots are called "Esoteric Asterisms" rather than "Mystic Arcana." And Invocations become [I]Evolutions[/I], which alter and adapt your Visitant in various ways. [/QUOTE]
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