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Class fluff and reflavor
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<blockquote data-quote="DnD Warlord" data-source="post: 8104175" data-attributes="member: 7025237"><p>Changing the flavor that go with classes. The idea is pretty simple and I am sure that to some degree or another we have all done it. However Morrius's Barbarian thread made me remember a world I did a year or so ago with some modifications. I wonder if anyone else has any to share…</p><p></p><p> </p><p></p><p>Here is mine, I swapped Rogues and Fighters then I swapped Barbarians and Monks (why that thread made me remember)</p><p></p><p> </p><p></p><p>So the classes were mechanically as printed… but </p><p></p><p> </p><p></p><p>my tribesmen that would be called barbarians had the Monk class… they were known for using simple weapons (aka tools more then weapons) and there own hands, heads, and feet. They were fast and deadly striking many times and having an inner almost magical well spring of power (ki stuff). Most of them wore furs or paint instead of armor, but they all were all very observant and fast to react. Some focused on hitting better (open hand) some were more shamanic with the elements(four elements), and others took a darker path (shadow)(Class Monk)</p><p></p><p> </p><p></p><p>My monastic order was martial, trained to fight as well as meditate and preach. They held all of there emotions in check and had a combat meditation that allowed them to strike harder and resist most attacks with body hardening techniques. Some focused on animal styles (totem), some focused on better but more exaction battle meditation (frenzy) (Class Barbarian)</p><p></p><p> </p><p></p><p>My main warriors were well trained and well read. They focused more on speed then strength. They knew where to place there shots to do the most damage, and they learned how to roll with punches and explosions. (Class Rogue)</p><p></p><p> </p><p></p><p>My thieves were all brutes, focusing on hitting hard but also more used to being hit then there warrior counter parts (class fighter)</p><p></p><p> </p><p></p><p>The best part was the sub classes of eldritch knight and arcane tricksters…so my skilled warriors learned illusions and enchantments well my dirty thieves focused on self protection and blowing things up…</p><p></p><p> </p><p></p><p>So going by this I had a village being protected by a local monastery (barbarians) I had orc and gnoll battle ragers (monks) and the standing army at the two major city states were all wielding rapiers and in studded leather as skirmishers. Mean while both cities also had thieves guilds that were basically gangs of roughens</p><p></p><p> </p><p></p><p> </p><p></p><p>I also played with an idea (a bit before this but never did it) where Warlocks and Sorcerers where seen as the 'real' mages of the game and wizards were the occult demonologist and one offs…but it would require a bit more then fluff change.</p></blockquote><p></p>
[QUOTE="DnD Warlord, post: 8104175, member: 7025237"] Changing the flavor that go with classes. The idea is pretty simple and I am sure that to some degree or another we have all done it. However Morrius's Barbarian thread made me remember a world I did a year or so ago with some modifications. I wonder if anyone else has any to share… Here is mine, I swapped Rogues and Fighters then I swapped Barbarians and Monks (why that thread made me remember) So the classes were mechanically as printed… but my tribesmen that would be called barbarians had the Monk class… they were known for using simple weapons (aka tools more then weapons) and there own hands, heads, and feet. They were fast and deadly striking many times and having an inner almost magical well spring of power (ki stuff). Most of them wore furs or paint instead of armor, but they all were all very observant and fast to react. Some focused on hitting better (open hand) some were more shamanic with the elements(four elements), and others took a darker path (shadow)(Class Monk) My monastic order was martial, trained to fight as well as meditate and preach. They held all of there emotions in check and had a combat meditation that allowed them to strike harder and resist most attacks with body hardening techniques. Some focused on animal styles (totem), some focused on better but more exaction battle meditation (frenzy) (Class Barbarian) My main warriors were well trained and well read. They focused more on speed then strength. They knew where to place there shots to do the most damage, and they learned how to roll with punches and explosions. (Class Rogue) My thieves were all brutes, focusing on hitting hard but also more used to being hit then there warrior counter parts (class fighter) The best part was the sub classes of eldritch knight and arcane tricksters…so my skilled warriors learned illusions and enchantments well my dirty thieves focused on self protection and blowing things up… So going by this I had a village being protected by a local monastery (barbarians) I had orc and gnoll battle ragers (monks) and the standing army at the two major city states were all wielding rapiers and in studded leather as skirmishers. Mean while both cities also had thieves guilds that were basically gangs of roughens I also played with an idea (a bit before this but never did it) where Warlocks and Sorcerers where seen as the 'real' mages of the game and wizards were the occult demonologist and one offs…but it would require a bit more then fluff change. [/QUOTE]
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