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*Dungeons & Dragons
Blow it up! What class need to be completely re-worked in 5e?
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<blockquote data-quote="doctorbadwolf" data-source="post: 7106343" data-attributes="member: 6704184"><p>Ah, but the Paladin has Protection From Meta-Nukes. </p><p></p><p>It was given to him by his best friend The Gnome, along with a shiny new rapier that changes visual appearance at will to look like any weapon. </p><p></p><p></p><p>Seriously, though, my answer is the Fighter. </p><p></p><p>Actually, given free reign, I'd blow up the Fighter, Wizard, and Cleric. Maybe without direct replacement for the first two, and replace the Cleric with Priest. The weapons and armor thing can live entirely in subclasses. The base Priest serves a community or religion, not necessarily a specific god. So, if there is a pantheon, most clerics serve the pantheon first, and <em>may</em> or may serve a specific deity's "cult". </p><p></p><p>The Wizard needs to be broken down and rebuilt with some focus, IMO. 5e almost accomplishes this with Schools, but the idea that all wizards except a few standouts focus on one school of magic is silly, to me. </p><p></p><p>So, instead, we get a War Mage of some kind, who gets evocations, defensive enchantments, etc, can wear light armor and use weapons as a focus, and has spells that use their staff or weapon focus to hit things with elemental might. </p><p></p><p>Then we get the Arcanist, who is the wizard as scientist. This guy can invent new spells, and can learn the spells they see others use, but has a strong focus on knowledge and rituals. </p><p></p><p>The Illusionist is a trickster of arcane nature, with Illusion, enchantment, charm, and other subtle manipulation spells, and features that call to the class as tricksters and manipulators, like expertise in deception and Insight. </p><p></p><p></p><p>Then, we get the Fighter. </p><p></p><p>Is this class needed at all? I don't really think so, but I do have ideas for what would be an actual addition to the game, as opposed to the current subtraction of value. </p><p></p><p>Seriously. Fighters make the game less good. </p><p></p><p>So, instead of this "the human of classes" catastrophe, we build an armed martial arts master. A class that plays differently depending on weapon selection, but doesn't have to overspecialize in a single weapon. When the Weapon Guy (literally a better name than "fighter") switches from longsword in two hands to one hand free to sword and shield, he changes Stance, which changes how he fights. He does this as part of his movement. </p><p>As a bonus action, he can spend a Manuever Die to do a Manuever, which usually do things like add a rider to an attack, do a cool movement thing, change the next attack to a disarm or trip attempt with some kind of rider, etc, but can also be used to just boost Crit range, allowing there to be a subclass that is super simple and strait forward. </p><p></p><p>The Fight-dude-thing still gets Fighting Styles, and the Stances are based on them. They get more of them, though, and can only benefit from one Stance at a time. </p><p></p><p>Subclasses would be Schools, and secondary to Schools would be Styles or Forms or something, with stuff like Hard, Soft, Fast, etc. So, a Hard Form Zwiehander School Weaponator would play differently from a Soft Form Zwiehander School Weaponator, and a Soft Form Duelist and Soft Form Lancer would also play differently. </p><p></p><p>The simple route would be Hard Form Slayer School with only the simplest Manuevers chosen, like boosting crit range and getting static damage bonuses. </p><p></p><p>I'd actually play that. </p><p></p><p>Oh, and I'd take a smaller set of demo tools to the Rogue, because it's kinda fun, but still too damn broad in some ways. </p><p></p><p>And add an Avenger class based on the 4e Executioner and Avenger classes.</p></blockquote><p></p>
[QUOTE="doctorbadwolf, post: 7106343, member: 6704184"] Ah, but the Paladin has Protection From Meta-Nukes. It was given to him by his best friend The Gnome, along with a shiny new rapier that changes visual appearance at will to look like any weapon. Seriously, though, my answer is the Fighter. Actually, given free reign, I'd blow up the Fighter, Wizard, and Cleric. Maybe without direct replacement for the first two, and replace the Cleric with Priest. The weapons and armor thing can live entirely in subclasses. The base Priest serves a community or religion, not necessarily a specific god. So, if there is a pantheon, most clerics serve the pantheon first, and [I]may[/I] or may serve a specific deity's "cult". The Wizard needs to be broken down and rebuilt with some focus, IMO. 5e almost accomplishes this with Schools, but the idea that all wizards except a few standouts focus on one school of magic is silly, to me. So, instead, we get a War Mage of some kind, who gets evocations, defensive enchantments, etc, can wear light armor and use weapons as a focus, and has spells that use their staff or weapon focus to hit things with elemental might. Then we get the Arcanist, who is the wizard as scientist. This guy can invent new spells, and can learn the spells they see others use, but has a strong focus on knowledge and rituals. The Illusionist is a trickster of arcane nature, with Illusion, enchantment, charm, and other subtle manipulation spells, and features that call to the class as tricksters and manipulators, like expertise in deception and Insight. Then, we get the Fighter. Is this class needed at all? I don't really think so, but I do have ideas for what would be an actual addition to the game, as opposed to the current subtraction of value. Seriously. Fighters make the game less good. So, instead of this "the human of classes" catastrophe, we build an armed martial arts master. A class that plays differently depending on weapon selection, but doesn't have to overspecialize in a single weapon. When the Weapon Guy (literally a better name than "fighter") switches from longsword in two hands to one hand free to sword and shield, he changes Stance, which changes how he fights. He does this as part of his movement. As a bonus action, he can spend a Manuever Die to do a Manuever, which usually do things like add a rider to an attack, do a cool movement thing, change the next attack to a disarm or trip attempt with some kind of rider, etc, but can also be used to just boost Crit range, allowing there to be a subclass that is super simple and strait forward. The Fight-dude-thing still gets Fighting Styles, and the Stances are based on them. They get more of them, though, and can only benefit from one Stance at a time. Subclasses would be Schools, and secondary to Schools would be Styles or Forms or something, with stuff like Hard, Soft, Fast, etc. So, a Hard Form Zwiehander School Weaponator would play differently from a Soft Form Zwiehander School Weaponator, and a Soft Form Duelist and Soft Form Lancer would also play differently. The simple route would be Hard Form Slayer School with only the simplest Manuevers chosen, like boosting crit range and getting static damage bonuses. I'd actually play that. Oh, and I'd take a smaller set of demo tools to the Rogue, because it's kinda fun, but still too damn broad in some ways. And add an Avenger class based on the 4e Executioner and Avenger classes. [/QUOTE]
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Blow it up! What class need to be completely re-worked in 5e?
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