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<blockquote data-quote="Fenris-77" data-source="post: 7919393" data-attributes="member: 6993955"><p>Would is maybe be less restrictive to refer to traditions, rather than specific actual schools? A specific organization could be an example of tradition X, but I feel like we could be leaving a little more room for players to background things more to their taste. Aesthetics in both cases though, we can let it marinate.</p><p></p><p>The cleric ability has uses/SR - is that the resource type you want? If so then it's fine. I thought you were looking for more uses per rest for some reason, or even an always on ability of some kind. I'm fine with a SR resource there.</p><p></p><p>I'd keep the evasion separate. If you pack too much into one mechanic it gets draggy. This could be as simple as 'dodge or disengage as a bonus action' like the rogue/monk versions. </p><p>Maybe we should take a step back here. Perhaps what's really needed is a reaction based mechanic in the base class that we can leverage in various ways for the different flavors. We could even fold in the dodge thing. Call it [insert superlative here] reflexes or something, with the initial ability ability being a dodge of some kind for the base class. Then we can add different scaled abilities, like riposte, as we see fit for the subclasses. IDK, there's a lot of cool moving parts here.<img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite6" alt=":cool:" title="Cool :cool:" loading="lazy" data-shortname=":cool:" /></p></blockquote><p></p>
[QUOTE="Fenris-77, post: 7919393, member: 6993955"] Would is maybe be less restrictive to refer to traditions, rather than specific actual schools? A specific organization could be an example of tradition X, but I feel like we could be leaving a little more room for players to background things more to their taste. Aesthetics in both cases though, we can let it marinate. The cleric ability has uses/SR - is that the resource type you want? If so then it's fine. I thought you were looking for more uses per rest for some reason, or even an always on ability of some kind. I'm fine with a SR resource there. I'd keep the evasion separate. If you pack too much into one mechanic it gets draggy. This could be as simple as 'dodge or disengage as a bonus action' like the rogue/monk versions. Maybe we should take a step back here. Perhaps what's really needed is a reaction based mechanic in the base class that we can leverage in various ways for the different flavors. We could even fold in the dodge thing. Call it [insert superlative here] reflexes or something, with the initial ability ability being a dodge of some kind for the base class. Then we can add different scaled abilities, like riposte, as we see fit for the subclasses. IDK, there's a lot of cool moving parts here.:cool: [/QUOTE]
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