Blue
Ravenous Bugblatter Beast of Traal
Reading the "how much damage" thread, one point is that some classes primarily have mechanical support for combat, with other pillars of play either minimally supported or only supported by skills.
Something I was thinking about. What if the DM lays out expected pillars of play, and characters have a class in each pillar.
So if a DM picks Combat and Intrigue, a character will have two classes, one that focuses on each, both of which advance. This prevents needing to stretch the same resources over multiple pillars of play.
The combat class will have things like HPs, weapon profs, a few tool/skills, and primarily combat focused mechanics. The Intrigue would have social and investigative skills, contacts, rules for social standing. Maybe you're a rogue/noble, who would play very different in intrigue than a rogue/information broker. There are casting ones, of course, and separate spell slots for each, so that you aren't "saving" those intrigue slots for combat. So you could have a rogue/enchanter, who plays very differently than the wizard/charmer.
BUT - maybe exploration&discovery is a big pillar. And have a set of classes for those.
The wonder of this is seen when it unlocks new modes of play. A pirate campaign (or a spaceship one) might have a pillar for shipboard, to make sure that during navel maneuvers everything has unique things to try.
Something I was thinking about. What if the DM lays out expected pillars of play, and characters have a class in each pillar.
So if a DM picks Combat and Intrigue, a character will have two classes, one that focuses on each, both of which advance. This prevents needing to stretch the same resources over multiple pillars of play.
The combat class will have things like HPs, weapon profs, a few tool/skills, and primarily combat focused mechanics. The Intrigue would have social and investigative skills, contacts, rules for social standing. Maybe you're a rogue/noble, who would play very different in intrigue than a rogue/information broker. There are casting ones, of course, and separate spell slots for each, so that you aren't "saving" those intrigue slots for combat. So you could have a rogue/enchanter, who plays very differently than the wizard/charmer.
BUT - maybe exploration&discovery is a big pillar. And have a set of classes for those.
The wonder of this is seen when it unlocks new modes of play. A pirate campaign (or a spaceship one) might have a pillar for shipboard, to make sure that during navel maneuvers everything has unique things to try.