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General Tabletop Discussion
Level Up: Advanced 5th Edition (A5E)
Class redesign
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<blockquote data-quote="Xeviat" data-source="post: 8067124" data-attributes="member: 57494"><p>I firmly believe we should look to the Warlock for good class design (not necessarily perfect, it still has issues, but hear me out).</p><p></p><p>The warlock offers choices of class (warlock), subclass (pact), style (boon), powers (spells), and specials (invocations). I haven't had as much fun building a character, mechanically speaking, as I have with a warlock (ensuring I don't have too many concentration spells, looking for something to use with my reactions and bonus actions, choosing spells and invocations ...)</p><p></p><p>Beyond that, I also firmly believe each class should have something to do with it's bonus action round by round. Martial arts/ki and Cunning Action are great designs. Fighting styles could have been the same.</p><p></p><p>I also believe each class should be playing with a little mini system that ensures each class plays differently.</p><p></p><p>Barbarian: Rage, but I think rage should be a toggle that comes with a drawback so you don't always want to rage. But then I wouldn't limit how many times per day.</p><p></p><p>Bard: Bardic Inspiration is a good system, and I like that newer Subclasses lean into it.</p><p></p><p>Cleric: Channel Divinity allows you to feel like a Priest of your domain all the time, which is good. I'd lean more into this, though.</p><p></p><p>Druid: Wildshape is very druid, but I'd make all the Subclasses have uses for those wildshape uses so it isn't just a moon druids thing.</p><p></p><p>Fighter: It's ok if the fighter's schtick is more of the basics, but my big thought is give the fighter abilities that are dependent on what weapons they're using so switching weapons is rewarded.</p><p></p><p>Monk: Monk ki is unique. I'd also work stances in to make them more different.</p><p></p><p>Paladin: I wish Divine Challenge was still a thing and not just a 2nd level spell hidden away.</p><p></p><p>Ranger: Similarly, Hunter's Mark should be more prominent.</p><p></p><p>Rogue: Sneak Attack makes rogues play different.</p><p></p><p>Sorcerer: and here we are ... What's the sorcerer's thing? I think they should have more and better at-will magic; they're a magical creature after all.</p><p></p><p>Warlock: please please please lean into Warlock's curses. Make Hex a class ability, give them a benny when their cursed target is killed.</p><p></p><p>Wizard: more of the basic Spellcasting is fine for the Wizard.</p></blockquote><p></p>
[QUOTE="Xeviat, post: 8067124, member: 57494"] I firmly believe we should look to the Warlock for good class design (not necessarily perfect, it still has issues, but hear me out). The warlock offers choices of class (warlock), subclass (pact), style (boon), powers (spells), and specials (invocations). I haven't had as much fun building a character, mechanically speaking, as I have with a warlock (ensuring I don't have too many concentration spells, looking for something to use with my reactions and bonus actions, choosing spells and invocations ...) Beyond that, I also firmly believe each class should have something to do with it's bonus action round by round. Martial arts/ki and Cunning Action are great designs. Fighting styles could have been the same. I also believe each class should be playing with a little mini system that ensures each class plays differently. Barbarian: Rage, but I think rage should be a toggle that comes with a drawback so you don't always want to rage. But then I wouldn't limit how many times per day. Bard: Bardic Inspiration is a good system, and I like that newer Subclasses lean into it. Cleric: Channel Divinity allows you to feel like a Priest of your domain all the time, which is good. I'd lean more into this, though. Druid: Wildshape is very druid, but I'd make all the Subclasses have uses for those wildshape uses so it isn't just a moon druids thing. Fighter: It's ok if the fighter's schtick is more of the basics, but my big thought is give the fighter abilities that are dependent on what weapons they're using so switching weapons is rewarded. Monk: Monk ki is unique. I'd also work stances in to make them more different. Paladin: I wish Divine Challenge was still a thing and not just a 2nd level spell hidden away. Ranger: Similarly, Hunter's Mark should be more prominent. Rogue: Sneak Attack makes rogues play different. Sorcerer: and here we are ... What's the sorcerer's thing? I think they should have more and better at-will magic; they're a magical creature after all. Warlock: please please please lean into Warlock's curses. Make Hex a class ability, give them a benny when their cursed target is killed. Wizard: more of the basic Spellcasting is fine for the Wizard. [/QUOTE]
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