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Concepts for an arcane half-caster/gish
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<blockquote data-quote="Cap'n Kobold" data-source="post: 7329085" data-attributes="member: 6802951"><p>OK. So what does this class need to <strong><em>do</em></strong>, in order to realise the concept?</p><p></p><p>Completely self-reliant classes aren't generally a good fit in a party-based game like D&D, but a backup to the more specialised classes is often good. It looks like this class isn't going to have healing, and its not intended to fight as well as a Fighter, delve as well as a Rogue, or cast as well as a Wizard, which gives good reason why a member of the class might join a D&D party.</p><p></p><p>So, what special capabilities do you think this class would have, and how should they be expressed mechanically?</p><p></p><p>Spells: The Lore Bard, Eldritch knight, Ranger, and Arcane trickster expressions of the 'multi-skilled adventurer trope' all have limited spell lists, or ones directed towards a specific aim (party support mostly).</p><p>Would this class use the base Wizard spell list? Any restrictions or additions?</p><p></p><p>Combat: Would this class have full armour and martial weapon proficiencies? Or stick to medium or light Armour?</p><p>Fighting styles: Would they get these options as a pure Fighter would? Which ones?</p><p>Extra Attack: Would they get this? What sort of levels? Would they get some other form of combat capability instead, like a rogue's sneak attack?</p><p></p><p>Skills: What are the archetypal skills that this class would be trained in?</p><p>Thieves Tools can be picked up by anyone, but would the members of this class be generally all trained in Thieves Tools?</p><p>Any other tools: Cartographer's? Land/sea vehicles?</p><p></p><p>Special capabilities? What makes this class special, that will distinguish it from a current class or multiclass? What should it be able to do that they can't etc.</p></blockquote><p></p>
[QUOTE="Cap'n Kobold, post: 7329085, member: 6802951"] OK. So what does this class need to [B][I]do[/I][/B], in order to realise the concept? Completely self-reliant classes aren't generally a good fit in a party-based game like D&D, but a backup to the more specialised classes is often good. It looks like this class isn't going to have healing, and its not intended to fight as well as a Fighter, delve as well as a Rogue, or cast as well as a Wizard, which gives good reason why a member of the class might join a D&D party. So, what special capabilities do you think this class would have, and how should they be expressed mechanically? Spells: The Lore Bard, Eldritch knight, Ranger, and Arcane trickster expressions of the 'multi-skilled adventurer trope' all have limited spell lists, or ones directed towards a specific aim (party support mostly). Would this class use the base Wizard spell list? Any restrictions or additions? Combat: Would this class have full armour and martial weapon proficiencies? Or stick to medium or light Armour? Fighting styles: Would they get these options as a pure Fighter would? Which ones? Extra Attack: Would they get this? What sort of levels? Would they get some other form of combat capability instead, like a rogue's sneak attack? Skills: What are the archetypal skills that this class would be trained in? Thieves Tools can be picked up by anyone, but would the members of this class be generally all trained in Thieves Tools? Any other tools: Cartographer's? Land/sea vehicles? Special capabilities? What makes this class special, that will distinguish it from a current class or multiclass? What should it be able to do that they can't etc. [/QUOTE]
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