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General Tabletop Discussion
Level Up: Advanced 5th Edition (A5E)
Class redesign
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<blockquote data-quote="Bacon Bits" data-source="post: 8063603" data-attributes="member: 6777737"><p>I don't mind if a given <em>subclass</em> is simple, but I'm not really into the idea that a whole class should just have fewer options, especially in Level Up/A5E. However, I don't think that having options or meaningful choices in combat is necessarily the same as having complexity.</p><p></p><p>For example, imagine three simple combat maneuvers: one adds d8 to your attack roll, one adds d8 to damage roll, and a third adds d8 to your AC until the beginning of your next turn. You can use one every turn.</p><p></p><p></p><p></p><p>I think that's a fair argument, but I think that's a popular choice due in part because it's a more correct design. The problems that asynchronous ability recovery introduces are significant and they're at such a base level of the game that they're not decisions that DMs can correct for. If you want fewer, longer, and more difficult combat encounters than were originally planned for, you kind of need to redesign the classes. That's a very inflexible design and it's not a problem that prior editions really suffered from because hit points and spells basically recovered on the same clock (days) instead of a different clock (days vs hours).</p><p></p><p>I think it's possible to be asymmetric and not have a problem. The asymmetry isn't the problem, it's having two rest types and then asymmetrically gatekeeping class ability uses behind them. Battlemaster Fighter could largely have their issue corrected if they could their combat maneuvers at will but with a different type of limit.</p><p></p><p>For example, let's say you have a d8 combat die. And let's say you can only use one maneuver each turn (because most classes that can do an extra die or dice of damage are limited to once per turn).</p><p></p><p>After you use a maneuver -- hit or miss -- it reduces one size to a d6, then another size to a d4 after the second maneuver, and finally it reduces to nothing after the third. Maybe you can still use your maneuver, but you get a +0 from the combat die. Then, each round that you <em>don't</em> use a combat maneuver, you recover one die size. As you level up, your die grows to a d10 and then a d12. This gives you more "stamina" to use maneuvers and a deeper reserve and you can't use them endlessly but you're no longer linked to short rests. At higher level you could even represent "boundless endurance" by making d4 be the minimum die size, or maybe you can use two maneuvers a turn and then spend a bonus action to recover a die size.</p><p></p><p>Now -- here's the kicker -- If you find that there are maneuvers that would be abusive to use over an over, you limit <em>that maneuver</em>. Perhaps Trip only works when your die size is d8 or larger. Perhaps there are some maneuvers that are very powerful or exhausting and take your die size right to +0. Maybe Disarm only works when you have a d8 or larger die, and it makes the die drop an additional size (all the way to d4 if you were at d8). Or some maneuvers themselves might be limited to use once per short rest (for example, something Second Wind could be a combat maneuver).</p><p></p><p>For non-combat maneuvers -- which, honestly should probably be a different mechanic entirely -- you would probably have to say that you're unable to recover a die size in an encounter, or you only recover a die size after rolling a check without using a maneuver (in effect taking a turn off in non-combat). </p><p></p><p>The Battlemaster Fighter now has this tension about spending abilities and regaining stamina for them, balancing the power of your maneuvers with the need to not exhaust yourself and be reduced to just making single attacks. You only need 4 or 5 maneuvers to feel like you've got a lot of options. If the battle is short you won't expend all your stamina, but if it's long you have more interesting choices.</p><p></p><p>Although, honestly, a mechanic like this is probably deep enough that you would want to base an entire class around it rather than a subclass.</p><p></p><p>You could also make a Barbarian-like class that gains a die size when they take damage in combat. Now you have a Barbarian that <em>wants</em> to be hit and <em>wants </em>to tank because that's how they fuel their cool abilities, similar to WoW's Warrior. That may not be feasible due to how healing works in 5e, but it's an idea.</p><p></p><p>I'm probably going too complex for actual play, though.</p><p></p><p></p><p></p><p>Kits were like total conversions for classes. They would take a class and modify several parts of it. Magic-Users might have different spell lists, Fighters have different proficiencies, etc. Paladin and Ranger are basically Fighter kits, Illusionist was basically a Magic-User kit, and Druid was like an extreme Cleric kit. The key with kits is that you start play as what you want to be.</p><p></p><p>With Prestige Classes, you would multiclass into the Prestige Class after earning all the prerequisites, which usually required you to be level 5 before you could even enter the class, but sometimes it wasn't until level 8 or level 10 (or higher!). In most campaigns I played in, that meant you spent 60% to 80% of the campaign trying to get to the point where you could qualify to be the class you really wanted to play. It's a frustrating design, IMO, and it's one that focused on making it fun to plan or build a character <em>already at</em> level 20 rather than play a character <em>to</em> level 20, and it also ignored the fact that most games never get much beyond level 10 let alone get anywhere near level 20. I don't want my character to "come online" at level 8, because most games don't make it much further. Characters need to be fun and flavorful at level 1.</p><p></p><p></p><p></p><p>Oh, I don't mind the game going to level 20 or 30 or beyond, but I think the game needs to focus on where people actually play first and foremost, and the "sweet spot" has been levels 5-8 in most editions, although I think 5e is closer to 3 to 11. That's where almost everyone plays, and where people have the most fun. Everyone knows that high level magic makes the game break down pretty significantly, meaning it's harder to run and feels more unfair to the PCs. I think they're part of the reason so few people like to play the game at high level. They are, simply put, <em>the</em> toxic element of high level play.</p><p></p><p>I'm saying that I would <em>not be unhappy</em> if most of the 8th and 9th level spells got tossed out or changed to 7th level spells and if high level casters only got one 7th level spell per day or <em>maybe</em> two. The only thing I think worth saving at very high level is Wish. I think that should still be in the game, but I don't know what form it should take. I think 8th and 9th level spells in general are a poor design decision because 7th level spells are <em>already</em> unreachable 90% of the time in 90% of campaigns.</p><p></p><p>Indeed, I'd rather see all class abilities other than high level spells squashed down from level 11-20 to level 11 to 15, and then levels 16-20 should just be ASIs. I'd like that because <em>then </em>at least you'd get to play with those cool capstone abilities that might as well be at-will Wish for every class how often they see actual play. More than getting to play with things, high level rewards should be what the DM gives out as rewards. Artifacts, major items, divine rewards, land, titles, whole planes of existence, etc. At level 17 I shouldn't be looking to the PHB for what cool new bauble I get next.</p><p></p><p>End game D&D doesn't need to be about kingdoms, fortresses, armies, and nations, but it <em>shouldn't</em> be about making an extra saving throw once in awhile, or being able to rage as often as you want, or casting a level 1 spell like it's a cantrip. That's power, but it's not an epic reward.</p><p></p><p>We all know that high level D&D has historically been about the players outgrowing the DM's control. Why can't it be about the players <em>outgrowing the game's built-in rewards </em>instead? I don't want to design things that are balance at very high level. I want nothing to be on the player's roadmap but everything they find is epic and absurd.</p><p></p><p></p><p></p><p>Sure, okay. I'm not really concerned with what things are called at this stage. I am thinking about what things do and am trying to abbreviate the idea.</p></blockquote><p></p>
[QUOTE="Bacon Bits, post: 8063603, member: 6777737"] I don't mind if a given [I]subclass[/I] is simple, but I'm not really into the idea that a whole class should just have fewer options, especially in Level Up/A5E. However, I don't think that having options or meaningful choices in combat is necessarily the same as having complexity. For example, imagine three simple combat maneuvers: one adds d8 to your attack roll, one adds d8 to damage roll, and a third adds d8 to your AC until the beginning of your next turn. You can use one every turn. I think that's a fair argument, but I think that's a popular choice due in part because it's a more correct design. The problems that asynchronous ability recovery introduces are significant and they're at such a base level of the game that they're not decisions that DMs can correct for. If you want fewer, longer, and more difficult combat encounters than were originally planned for, you kind of need to redesign the classes. That's a very inflexible design and it's not a problem that prior editions really suffered from because hit points and spells basically recovered on the same clock (days) instead of a different clock (days vs hours). I think it's possible to be asymmetric and not have a problem. The asymmetry isn't the problem, it's having two rest types and then asymmetrically gatekeeping class ability uses behind them. Battlemaster Fighter could largely have their issue corrected if they could their combat maneuvers at will but with a different type of limit. For example, let's say you have a d8 combat die. And let's say you can only use one maneuver each turn (because most classes that can do an extra die or dice of damage are limited to once per turn). After you use a maneuver -- hit or miss -- it reduces one size to a d6, then another size to a d4 after the second maneuver, and finally it reduces to nothing after the third. Maybe you can still use your maneuver, but you get a +0 from the combat die. Then, each round that you [I]don't[/I] use a combat maneuver, you recover one die size. As you level up, your die grows to a d10 and then a d12. This gives you more "stamina" to use maneuvers and a deeper reserve and you can't use them endlessly but you're no longer linked to short rests. At higher level you could even represent "boundless endurance" by making d4 be the minimum die size, or maybe you can use two maneuvers a turn and then spend a bonus action to recover a die size. Now -- here's the kicker -- If you find that there are maneuvers that would be abusive to use over an over, you limit [I]that maneuver[/I]. Perhaps Trip only works when your die size is d8 or larger. Perhaps there are some maneuvers that are very powerful or exhausting and take your die size right to +0. Maybe Disarm only works when you have a d8 or larger die, and it makes the die drop an additional size (all the way to d4 if you were at d8). Or some maneuvers themselves might be limited to use once per short rest (for example, something Second Wind could be a combat maneuver). For non-combat maneuvers -- which, honestly should probably be a different mechanic entirely -- you would probably have to say that you're unable to recover a die size in an encounter, or you only recover a die size after rolling a check without using a maneuver (in effect taking a turn off in non-combat). The Battlemaster Fighter now has this tension about spending abilities and regaining stamina for them, balancing the power of your maneuvers with the need to not exhaust yourself and be reduced to just making single attacks. You only need 4 or 5 maneuvers to feel like you've got a lot of options. If the battle is short you won't expend all your stamina, but if it's long you have more interesting choices. Although, honestly, a mechanic like this is probably deep enough that you would want to base an entire class around it rather than a subclass. You could also make a Barbarian-like class that gains a die size when they take damage in combat. Now you have a Barbarian that [I]wants[/I] to be hit and [I]wants [/I]to tank because that's how they fuel their cool abilities, similar to WoW's Warrior. That may not be feasible due to how healing works in 5e, but it's an idea. I'm probably going too complex for actual play, though. Kits were like total conversions for classes. They would take a class and modify several parts of it. Magic-Users might have different spell lists, Fighters have different proficiencies, etc. Paladin and Ranger are basically Fighter kits, Illusionist was basically a Magic-User kit, and Druid was like an extreme Cleric kit. The key with kits is that you start play as what you want to be. With Prestige Classes, you would multiclass into the Prestige Class after earning all the prerequisites, which usually required you to be level 5 before you could even enter the class, but sometimes it wasn't until level 8 or level 10 (or higher!). In most campaigns I played in, that meant you spent 60% to 80% of the campaign trying to get to the point where you could qualify to be the class you really wanted to play. It's a frustrating design, IMO, and it's one that focused on making it fun to plan or build a character [I]already at[/I] level 20 rather than play a character [I]to[/I] level 20, and it also ignored the fact that most games never get much beyond level 10 let alone get anywhere near level 20. I don't want my character to "come online" at level 8, because most games don't make it much further. Characters need to be fun and flavorful at level 1. Oh, I don't mind the game going to level 20 or 30 or beyond, but I think the game needs to focus on where people actually play first and foremost, and the "sweet spot" has been levels 5-8 in most editions, although I think 5e is closer to 3 to 11. That's where almost everyone plays, and where people have the most fun. Everyone knows that high level magic makes the game break down pretty significantly, meaning it's harder to run and feels more unfair to the PCs. I think they're part of the reason so few people like to play the game at high level. They are, simply put, [I]the[/I] toxic element of high level play. I'm saying that I would [I]not be unhappy[/I] if most of the 8th and 9th level spells got tossed out or changed to 7th level spells and if high level casters only got one 7th level spell per day or [I]maybe[/I] two. The only thing I think worth saving at very high level is Wish. I think that should still be in the game, but I don't know what form it should take. I think 8th and 9th level spells in general are a poor design decision because 7th level spells are [I]already[/I] unreachable 90% of the time in 90% of campaigns. Indeed, I'd rather see all class abilities other than high level spells squashed down from level 11-20 to level 11 to 15, and then levels 16-20 should just be ASIs. I'd like that because [I]then [/I]at least you'd get to play with those cool capstone abilities that might as well be at-will Wish for every class how often they see actual play. More than getting to play with things, high level rewards should be what the DM gives out as rewards. Artifacts, major items, divine rewards, land, titles, whole planes of existence, etc. At level 17 I shouldn't be looking to the PHB for what cool new bauble I get next. End game D&D doesn't need to be about kingdoms, fortresses, armies, and nations, but it [I]shouldn't[/I] be about making an extra saving throw once in awhile, or being able to rage as often as you want, or casting a level 1 spell like it's a cantrip. That's power, but it's not an epic reward. We all know that high level D&D has historically been about the players outgrowing the DM's control. Why can't it be about the players [I]outgrowing the game's built-in rewards [/I]instead? I don't want to design things that are balance at very high level. I want nothing to be on the player's roadmap but everything they find is epic and absurd. Sure, okay. I'm not really concerned with what things are called at this stage. I am thinking about what things do and am trying to abbreviate the idea. [/QUOTE]
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