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*Pathfinder & Starfinder
Custom Class: Shinigami
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<blockquote data-quote="deathdonut" data-source="post: 4170261" data-attributes="member: 62072"><p>I really appreciate all the feedback here. I probably made a mistake in posting this as I did without also adding some of my reasoning and long term plans. </p><p></p><p>Most of the concerns seem to be centered around the following topics:</p><p></p><p><strong>Class Creation at Our Current Level of Ignorance</strong></p><p>Couldn’t agree more here. We know next to nothing about power progressions. What I do know is that the current class selection makes it extremely difficult to fit the playstyle envisioned by my player. While I expect things to change pretty drastically once release hits and might be able to make it work once multi-class rules are released, I consider this type of design to be fun rather than a chore and if it ends with me wadding up the class and throwing it away, I still enjoy the design process. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>I appreciate Pistonrager and Ximenes trying to point me in the direction of using fluff and filler to make one of the existing classes fit, but given the need of an Unarmored Defender, Arcane/Martial hybrid and the lack of multiclassing rules, this is one of the tougher concepts with which to do that. Besides, this sorta thing is fun and not work <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" />.</p><p></p><p><strong>Arcane/Martial Hybrid</strong></p><p>Yeah, there's no canonical example for this. But as AndrewRogue said, there's really no mechanic that detracts from it. I find the very idea of WotC trying to pigeonhole classes by power source to be somewhat flawed and I think they may find themselves regretting it eventually if they don't start making a precedent for hybrid styles. </p><p></p><p> <strong>Unarmored Defender</strong></p><p>Sadly, this is almost the entire basis of the class as flawed as that sounds. The guy who wishes to play it is the only member of the group who wants to play a defender role and really has his heart set on an unarmored style. I considered just providing him early on with some type of “plot plate” as suggested by Ximenes088, but I was bored so went a step or three further. Solving this problem was both the biggest problem and (imo) greatest triumph of this process. Let’s look at a couple of example:</p><p></p><p>Paladin with Platemail + Heavy Shield: 20 AC</p><p>Fighter with Scalemail + Heavy Shield: 18 AC</p><p>Fighter with 2-handed Sword and Platemail: 18 AC</p><p>Shinigami with 18 dex and 2-handed Sword: 18 AC.</p><p>Shinigami with 16 int and 2-handed sword: 17 AC.</p><p></p><p>While his AC isn’t quite as solid as the pure tank types, it’s really not that much worse (especially when compared to a 2-handed weapon users). If I end up allowing his weapon enhancement bonus to be applied like a shield’s bonus as well, he’s suddenly pretty comparable to the other defender classes. Now keep in mind that this comes at the expense of the + 2 fort of a fighter and the +1 all of a paladin, but by getting a “free” shield with his 2-handed weapon, he also gets +2 to reflex saves that wouldn’t otherwise be available to someone with a 2-handed weapon. In all, I think the advantages and disadvantages compare reasonably well.</p><p></p><p>If things still look inferior for them as a tanking class, I’ve considered giving them a class feature that increases their available healing surges or even a “Third Win” option. Trust me; either option actually fits the source material of the class.</p><p></p><p></p><p><strong>Stat Basis</strong></p><p>With the obvious importance of Strength to melee, you might be wondering why I made the Dex/Int component so important to the class. That’s my mistake for failing to explain my longer term plans for the class. </p><p></p><p>Essentially, Shinigami will have two routes they can choose to specialize in: Shunpo (dex-based movement) and Kido (int-based magic). One of those stats will be critical to their power-base as well as their defense. Consequently, while Strength is important for all Shinigami, I think the Dex/Int choice will be even more critical.</p><p></p><p>This particular power set is based around the idea of a Kido specialty and the test-character he will be running has an 18 Int. I fully intend to flesh out the Shunpo powers and would like this to be a reasonable class choice for those going the Dex route.</p><p></p><p>Appreciate the charisma idea AndrewRogue. That would work well also, but I kind of like the idea of it being difficult to master all aspects of the class. Tradeoffs ftw!</p><p></p><p></p><p><strong>Skill Choices</strong></p><p>Sorry, I should have added that the class also gets the Universal skills that all classes get. The entire list should read:</p><p></p><p>Acrobatics (Dex)</p><p>Arcana (int)</p><p>Athletics (Str)</p><p>Diplomacy (Cha)</p><p>Endurance (Con)</p><p>Heal (Wis)</p><p>Insight (Wis)</p><p>Perception (Wis)</p><p>Stealth (Dex)</p><p></p><p>I think this brings them more closely in line with the other classes as pretty much all the existing classes have 8-9 skill choices (no idea what’s up with the Ranger).</p><p></p><p><strong>Lack of a Ranged Weapon</strong></p><p>This is definitely a concern. Staying true to the source material, it’s difficult to reconcile the problem at low levels. I suppose I could give them shuriken or throwing spikes to compensate, but I’m tempted to leave it as a weakness for now.</p><p></p><p><strong>Challenge of Equals</strong></p><p>Wow. TheLordWinter definitely ripped this one up. Good stuff. If I plan on leaving this style of effect, I’ll definitely change the wording to be melee (or adjacent to avoid range).</p><p></p><p>As Ximenes088 pointed out, this does <em>nothing</em> to prevent someone from running past him and hitting an ally who’s out of range of any OA. The flavor of the source would actually allow an effect like an immediate teleport to aid in defense, but I had wanted to save that type of effect for higher levels.</p><p></p><p>I think I definitely need to rework this aspect. Given that I’m really looking for a defender style effect here, maybe a normal fighter mark would be appropriate. I just wanted something fairly unique.</p><p></p><p><strong>Restrain</strong></p><p>Once again Ximenes088, thanks. Insightful to bring up the level 27 paladin option here but I seem to recall that the paladin’s ability wasn’t entirely spelled out and would most likely be applied much like his challenge. As anything other than a Standard action, this would be far too powerful, but as it is:</p><p></p><p>1) It’s a standard action and thus sacrifices a player’s attack to restrict the npc options.</p><p>2) It requires a successful attack. </p><p>3) It does not prevent a second movement option instead of the attack.</p><p>4) It targets only humanoids.</p><p></p><p>If the level 27 paladin ability is similarly restricted, I suspect it will be rarely used. My expectations is that it will be a minor or free action to use or will not require an attack roll.</p><p></p><p></p><p>Once again, thanks for all this awesome feedback! Keep it coming!</p></blockquote><p></p>
[QUOTE="deathdonut, post: 4170261, member: 62072"] I really appreciate all the feedback here. I probably made a mistake in posting this as I did without also adding some of my reasoning and long term plans. Most of the concerns seem to be centered around the following topics: [b]Class Creation at Our Current Level of Ignorance[/b] Couldn’t agree more here. We know next to nothing about power progressions. What I do know is that the current class selection makes it extremely difficult to fit the playstyle envisioned by my player. While I expect things to change pretty drastically once release hits and might be able to make it work once multi-class rules are released, I consider this type of design to be fun rather than a chore and if it ends with me wadding up the class and throwing it away, I still enjoy the design process. :) I appreciate Pistonrager and Ximenes trying to point me in the direction of using fluff and filler to make one of the existing classes fit, but given the need of an Unarmored Defender, Arcane/Martial hybrid and the lack of multiclassing rules, this is one of the tougher concepts with which to do that. Besides, this sorta thing is fun and not work :). [b]Arcane/Martial Hybrid[/b] Yeah, there's no canonical example for this. But as AndrewRogue said, there's really no mechanic that detracts from it. I find the very idea of WotC trying to pigeonhole classes by power source to be somewhat flawed and I think they may find themselves regretting it eventually if they don't start making a precedent for hybrid styles. [b]Unarmored Defender[/b] Sadly, this is almost the entire basis of the class as flawed as that sounds. The guy who wishes to play it is the only member of the group who wants to play a defender role and really has his heart set on an unarmored style. I considered just providing him early on with some type of “plot plate” as suggested by Ximenes088, but I was bored so went a step or three further. Solving this problem was both the biggest problem and (imo) greatest triumph of this process. Let’s look at a couple of example: Paladin with Platemail + Heavy Shield: 20 AC Fighter with Scalemail + Heavy Shield: 18 AC Fighter with 2-handed Sword and Platemail: 18 AC Shinigami with 18 dex and 2-handed Sword: 18 AC. Shinigami with 16 int and 2-handed sword: 17 AC. While his AC isn’t quite as solid as the pure tank types, it’s really not that much worse (especially when compared to a 2-handed weapon users). If I end up allowing his weapon enhancement bonus to be applied like a shield’s bonus as well, he’s suddenly pretty comparable to the other defender classes. Now keep in mind that this comes at the expense of the + 2 fort of a fighter and the +1 all of a paladin, but by getting a “free” shield with his 2-handed weapon, he also gets +2 to reflex saves that wouldn’t otherwise be available to someone with a 2-handed weapon. In all, I think the advantages and disadvantages compare reasonably well. If things still look inferior for them as a tanking class, I’ve considered giving them a class feature that increases their available healing surges or even a “Third Win” option. Trust me; either option actually fits the source material of the class. [b]Stat Basis[/b] With the obvious importance of Strength to melee, you might be wondering why I made the Dex/Int component so important to the class. That’s my mistake for failing to explain my longer term plans for the class. Essentially, Shinigami will have two routes they can choose to specialize in: Shunpo (dex-based movement) and Kido (int-based magic). One of those stats will be critical to their power-base as well as their defense. Consequently, while Strength is important for all Shinigami, I think the Dex/Int choice will be even more critical. This particular power set is based around the idea of a Kido specialty and the test-character he will be running has an 18 Int. I fully intend to flesh out the Shunpo powers and would like this to be a reasonable class choice for those going the Dex route. Appreciate the charisma idea AndrewRogue. That would work well also, but I kind of like the idea of it being difficult to master all aspects of the class. Tradeoffs ftw! [b]Skill Choices[/b] Sorry, I should have added that the class also gets the Universal skills that all classes get. The entire list should read: Acrobatics (Dex) Arcana (int) Athletics (Str) Diplomacy (Cha) Endurance (Con) Heal (Wis) Insight (Wis) Perception (Wis) Stealth (Dex) I think this brings them more closely in line with the other classes as pretty much all the existing classes have 8-9 skill choices (no idea what’s up with the Ranger). [b]Lack of a Ranged Weapon[/b] This is definitely a concern. Staying true to the source material, it’s difficult to reconcile the problem at low levels. I suppose I could give them shuriken or throwing spikes to compensate, but I’m tempted to leave it as a weakness for now. [b]Challenge of Equals[/b] Wow. TheLordWinter definitely ripped this one up. Good stuff. If I plan on leaving this style of effect, I’ll definitely change the wording to be melee (or adjacent to avoid range). As Ximenes088 pointed out, this does [i]nothing[/i] to prevent someone from running past him and hitting an ally who’s out of range of any OA. The flavor of the source would actually allow an effect like an immediate teleport to aid in defense, but I had wanted to save that type of effect for higher levels. I think I definitely need to rework this aspect. Given that I’m really looking for a defender style effect here, maybe a normal fighter mark would be appropriate. I just wanted something fairly unique. [b]Restrain[/b] Once again Ximenes088, thanks. Insightful to bring up the level 27 paladin option here but I seem to recall that the paladin’s ability wasn’t entirely spelled out and would most likely be applied much like his challenge. As anything other than a Standard action, this would be far too powerful, but as it is: 1) It’s a standard action and thus sacrifices a player’s attack to restrict the npc options. 2) It requires a successful attack. 3) It does not prevent a second movement option instead of the attack. 4) It targets only humanoids. If the level 27 paladin ability is similarly restricted, I suspect it will be rarely used. My expectations is that it will be a minor or free action to use or will not require an attack roll. Once again, thanks for all this awesome feedback! Keep it coming! [/QUOTE]
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