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Constitution based class
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<blockquote data-quote="TheLoneRanger1979" data-source="post: 6874912" data-attributes="member: 6804148"><p>The first idea i had was for sort of a utility/general purpose support. Can fight, but not primary fighter, can "rogue" but not primary rogue and most of all, can last based on its own resources.</p><p></p><p></p><p></p><p>Though needed and invested in if available, 5E doesn't really have a class that is "based" on constitution. Most attack and skill bonuses depend on other attributes. I.E. a fighter would need either Dex or Str to work as a class and Con would come in second. A mage would need Int and then Con second or third and so on..... No class need Con the most and then other abilities as second and third. Not as a concept and not from a mechanical PoV.</p><p></p><p></p><p>1. Definitely. It's why i posted it here. But still, even though Con bonus would modify other skills and/or attacks, you still need some of those as secondaries. If going for a combat support, you will still need either Dex or Str in order to fight without over exerting too soon. </p><p>2. Again i agree. That is why i mentioned in the OP that the number of HD may need modification or adjustment. On of the ideas i have and that could be experimented is increase of die but lowering of number of dice. I.E. the class starts with 3d4 per level, then at lvl5 they turn to 2d6 per level, then at level 10 2d8 or so........ But what if, even with a constant 3d4 per level, at level 10, with 30 d4's....... we still find ourselves shot on resources? I mean..... unlike say, superiority dice, hit dice only regenerate on full rests, and even then only by 1/2 their spent number. There is still some merit there i think. Especially if we have to heal out selves too. </p><p></p><p>But at low levels? No such luxury...... at 1st level a 16Con PC would have 3d4+3 resources to put into either self healing or check augment per day. And only on the first day. Every day after getting those 3 back will not always be easy. </p><p></p><p></p><p></p><p></p><p></p><p>True, some skills just don't make sense at all. But i can see some "intellectual" skills work with this as well. Like a character focusing real hard, so hard that it strains them while performing some mental tasks like interacting with magical objects (arcana) or healing others (medicine). Maybe even on perception checks..... But completely out of place with others, even when Dex based (like stealth). I would certainly like to see a list of skills and possible explanations for them being used with exertion.</p><p></p><p></p><p>It was my goal originally to make a whole game system based on it. Like casting classes using their own "inner" strength to fuel their spells, fighters to hack at their enemies or withstand damage, rogues to perform supernatural feats of acrobatics and dexterity. But why not start with a single class first, and see if the system can work?</p><p></p><p></p><p></p><p>And that is why i think though may not applicable to all skills, the mechanics may actually work for all saving throws. Resisting charms, physical hardships, mind invasions, concentration checks..... And yes, especially exploration. A ranger-like class with these mechanics in mind would be both thematic and mechanically viable.</p><p></p><p></p><p>As a matter of fact yes. I was inspired by "hardy" folk, that even though not outright superior to other people in their basic capabilities (at least not in a way a 16Str PC is to a 9-11Str PC) could still "labor" either harder or longer based on their own inner strength (either will, conviction or bodily resilience). Direct inspiration: trappers and trackers, spiritual warriors (crusaders and such) but also some interpretation of magic users (like Gandalf in LotR) whose power seams to come from their own inner life force.</p></blockquote><p></p>
[QUOTE="TheLoneRanger1979, post: 6874912, member: 6804148"] The first idea i had was for sort of a utility/general purpose support. Can fight, but not primary fighter, can "rogue" but not primary rogue and most of all, can last based on its own resources. Though needed and invested in if available, 5E doesn't really have a class that is "based" on constitution. Most attack and skill bonuses depend on other attributes. I.E. a fighter would need either Dex or Str to work as a class and Con would come in second. A mage would need Int and then Con second or third and so on..... No class need Con the most and then other abilities as second and third. Not as a concept and not from a mechanical PoV. 1. Definitely. It's why i posted it here. But still, even though Con bonus would modify other skills and/or attacks, you still need some of those as secondaries. If going for a combat support, you will still need either Dex or Str in order to fight without over exerting too soon. 2. Again i agree. That is why i mentioned in the OP that the number of HD may need modification or adjustment. On of the ideas i have and that could be experimented is increase of die but lowering of number of dice. I.E. the class starts with 3d4 per level, then at lvl5 they turn to 2d6 per level, then at level 10 2d8 or so........ But what if, even with a constant 3d4 per level, at level 10, with 30 d4's....... we still find ourselves shot on resources? I mean..... unlike say, superiority dice, hit dice only regenerate on full rests, and even then only by 1/2 their spent number. There is still some merit there i think. Especially if we have to heal out selves too. But at low levels? No such luxury...... at 1st level a 16Con PC would have 3d4+3 resources to put into either self healing or check augment per day. And only on the first day. Every day after getting those 3 back will not always be easy. True, some skills just don't make sense at all. But i can see some "intellectual" skills work with this as well. Like a character focusing real hard, so hard that it strains them while performing some mental tasks like interacting with magical objects (arcana) or healing others (medicine). Maybe even on perception checks..... But completely out of place with others, even when Dex based (like stealth). I would certainly like to see a list of skills and possible explanations for them being used with exertion. It was my goal originally to make a whole game system based on it. Like casting classes using their own "inner" strength to fuel their spells, fighters to hack at their enemies or withstand damage, rogues to perform supernatural feats of acrobatics and dexterity. But why not start with a single class first, and see if the system can work? And that is why i think though may not applicable to all skills, the mechanics may actually work for all saving throws. Resisting charms, physical hardships, mind invasions, concentration checks..... And yes, especially exploration. A ranger-like class with these mechanics in mind would be both thematic and mechanically viable. As a matter of fact yes. I was inspired by "hardy" folk, that even though not outright superior to other people in their basic capabilities (at least not in a way a 16Str PC is to a 9-11Str PC) could still "labor" either harder or longer based on their own inner strength (either will, conviction or bodily resilience). Direct inspiration: trappers and trackers, spiritual warriors (crusaders and such) but also some interpretation of magic users (like Gandalf in LotR) whose power seams to come from their own inner life force. [/QUOTE]
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