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General Tabletop Discussion
Level Up: Advanced 5th Edition (A5E)
Class redesign
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<blockquote data-quote="ART!" data-source="post: 8067500" data-attributes="member: 79926"><p>I was just thinking about this kind of thing way too early this morning. I'd love to see the classes have social and exploration features that are just as rigorous and useful as the combat features. That would probably require robust social and exploration mechanics for those features to interact with.</p><p></p><p>To avoid too many new subsystems, I'd be tempted to use the structure of combat rounds and turns as a template for how social and exploration activities work. So, you'd have social and exploration equivalents of initiative, attack rolls, "damage" rolls, crits, movement, actions, bonus actions, reactions, concentration, etc.</p><p></p><p></p><p></p><p></p><p>Yes, please!!!! I am a big fan of these ideas. It opens up so many more different builds.</p><p></p><p>Recently I've run a couple of rogue Inquisitives, and really digging their features, to the point that I'd rather be using their keen observations to give bonuses to allies, rather than just providing another way to get advantage for themselves so they can do their Sneak Attack.</p><p></p><p>I'd love to have something other than Wildshape for druids, if only because I don't like having two versions of my character to track. I literally have never run a druid for that reason. I tend to not run spellcasters for similar complexity reasons, in my defense. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>And if there's not a spell-less ranger in there, why even bother with any of this. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p></p><p></p><p>Again, I don't have a lot to add, but I would <em>really</em> like to see this. That warlock build structure allows for so many variations. Just don't build them with a tree structure that isolates you from too many features the higher level you get. I always wind up feeling stuck in those kinds of systems. You really have to know where you're going with that structure, and that's a barrier to new players, I think.</p></blockquote><p></p>
[QUOTE="ART!, post: 8067500, member: 79926"] I was just thinking about this kind of thing way too early this morning. I'd love to see the classes have social and exploration features that are just as rigorous and useful as the combat features. That would probably require robust social and exploration mechanics for those features to interact with. To avoid too many new subsystems, I'd be tempted to use the structure of combat rounds and turns as a template for how social and exploration activities work. So, you'd have social and exploration equivalents of initiative, attack rolls, "damage" rolls, crits, movement, actions, bonus actions, reactions, concentration, etc. Yes, please!!!! I am a big fan of these ideas. It opens up so many more different builds. Recently I've run a couple of rogue Inquisitives, and really digging their features, to the point that I'd rather be using their keen observations to give bonuses to allies, rather than just providing another way to get advantage for themselves so they can do their Sneak Attack. I'd love to have something other than Wildshape for druids, if only because I don't like having two versions of my character to track. I literally have never run a druid for that reason. I tend to not run spellcasters for similar complexity reasons, in my defense. ;) And if there's not a spell-less ranger in there, why even bother with any of this. ;) Again, I don't have a lot to add, but I would [I]really[/I] like to see this. That warlock build structure allows for so many variations. Just don't build them with a tree structure that isolates you from too many features the higher level you get. I always wind up feeling stuck in those kinds of systems. You really have to know where you're going with that structure, and that's a barrier to new players, I think. [/QUOTE]
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