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General Tabletop Discussion
*Dungeons & Dragons
Adapting the Warlock Chassis for other Classes
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<blockquote data-quote="jmartkdr2" data-source="post: 9342833" data-attributes="member: 7017304"><p>I think you could do a good version of the game based on this idea; every class gets an archetype (patron; a more specific variation of the classes theme/fantasy), a style (pact; a key feature to define the mechanical expression intended) and class feats (invocations; a series of additional choices to help customize your specific character.)</p><p></p><p>If we're going this route, though, I would add an additional element: universal resources. </p><p></p><p>In the heroic tier (3-10) you get a resource that can be used a couple times and recharges on a short rest; pact slots and superiority dice and qi and so on all need a single universal name (stamina? energy?) and that one source fuels all classes. This helps with multiclassing not being overkill and allows shifts to be cross-class: a game with fewer bigger fights might have 3 per rest but only ever offer long rests, or some such.</p><p></p><p>In the paragon tier, (11-16) you get a new daily resource that can be spent on much bigger, more impactful powers - paragon maneuvers and superior qi effects and High Magic. You only get a few but they have big impact.</p><p></p><p>In the epic tier (17-20) you get one weekly-or-less <em>epic</em> power - wish and divine intervention are the pattern here. It should probably also have a ribbon-y limit like a lifetime casting limit or major narrative implications, so characters will at least act like choosing to use it is a big decision in any circumstance. But it should also have the potential to make huge changes in the entire setting. </p><p></p><p>Obviously this will be tricky to implement for some classes (what does a fighter's Epic Surge look like?) but there's a cool thing waiting to happen here.</p><p></p><p>For extra 4e shenanigans: have the paragon tier progressions operate like new subclasses: not all warlocks get Mystic Arcanum, some get Otherworldly Guise, some get Eldritch Transformation, etc. Epic tier options can be class-independent: are you going to become a mighty king, a god's chosen agent, or a mythic hero people still tell their kids about 1000 years from now?</p></blockquote><p></p>
[QUOTE="jmartkdr2, post: 9342833, member: 7017304"] I think you could do a good version of the game based on this idea; every class gets an archetype (patron; a more specific variation of the classes theme/fantasy), a style (pact; a key feature to define the mechanical expression intended) and class feats (invocations; a series of additional choices to help customize your specific character.) If we're going this route, though, I would add an additional element: universal resources. In the heroic tier (3-10) you get a resource that can be used a couple times and recharges on a short rest; pact slots and superiority dice and qi and so on all need a single universal name (stamina? energy?) and that one source fuels all classes. This helps with multiclassing not being overkill and allows shifts to be cross-class: a game with fewer bigger fights might have 3 per rest but only ever offer long rests, or some such. In the paragon tier, (11-16) you get a new daily resource that can be spent on much bigger, more impactful powers - paragon maneuvers and superior qi effects and High Magic. You only get a few but they have big impact. In the epic tier (17-20) you get one weekly-or-less [I]epic[/I] power - wish and divine intervention are the pattern here. It should probably also have a ribbon-y limit like a lifetime casting limit or major narrative implications, so characters will at least act like choosing to use it is a big decision in any circumstance. But it should also have the potential to make huge changes in the entire setting. Obviously this will be tricky to implement for some classes (what does a fighter's Epic Surge look like?) but there's a cool thing waiting to happen here. For extra 4e shenanigans: have the paragon tier progressions operate like new subclasses: not all warlocks get Mystic Arcanum, some get Otherworldly Guise, some get Eldritch Transformation, etc. Epic tier options can be class-independent: are you going to become a mighty king, a god's chosen agent, or a mythic hero people still tell their kids about 1000 years from now? [/QUOTE]
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Adapting the Warlock Chassis for other Classes
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