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General Tabletop Discussion
Level Up: Advanced 5th Edition (A5E)
Class redesign
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<blockquote data-quote="DeviousQuail" data-source="post: 8062560" data-attributes="member: 7025431"><p>In the spirit of keeping it compatible with 5e I'd keep the basic class structure the same. Feats/ASI every 4ish levels, power bumps at 5, 11, and 17, spell slot and level progression, etc. Now, to your three points:</p><p></p><p></p><p>1) I wouldn't go for meaningful choices at EVERY level. I would aim for most levels having choices, somewhere in the 75-85% of levels range. I find some features to be too mechanically and/or thematically important to miss, but powerful enough to not need lesser features or ribbons alongside them. I'd put things like Extra Attack or Evasion in that category of things I look forward to even if there is no choice to be made (other than multiclassing, I guess).</p><p>2) My points above your quote should handle the majority of the balance aspect</p><p>3) 100% this. Make it unique, make it powerful, and don't bother balancing it against the rest of the classes features. </p><p></p><p>I think the Hunter Ranger is a great example of a subclass that offers choices at each level of the subclass. 2 or 3 options, same concept (i.e. all features at 3rd improve offense), and meaningful choices. Looking deeper, most of the levels for a Hunter have meaningful choices. It's just the features that need work.</p></blockquote><p></p>
[QUOTE="DeviousQuail, post: 8062560, member: 7025431"] In the spirit of keeping it compatible with 5e I'd keep the basic class structure the same. Feats/ASI every 4ish levels, power bumps at 5, 11, and 17, spell slot and level progression, etc. Now, to your three points: 1) I wouldn't go for meaningful choices at EVERY level. I would aim for most levels having choices, somewhere in the 75-85% of levels range. I find some features to be too mechanically and/or thematically important to miss, but powerful enough to not need lesser features or ribbons alongside them. I'd put things like Extra Attack or Evasion in that category of things I look forward to even if there is no choice to be made (other than multiclassing, I guess). 2) My points above your quote should handle the majority of the balance aspect 3) 100% this. Make it unique, make it powerful, and don't bother balancing it against the rest of the classes features. I think the Hunter Ranger is a great example of a subclass that offers choices at each level of the subclass. 2 or 3 options, same concept (i.e. all features at 3rd improve offense), and meaningful choices. Looking deeper, most of the levels for a Hunter have meaningful choices. It's just the features that need work. [/QUOTE]
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