Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
D&D 6e ala Steampunkette: Structural thoughts
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Steampunkette" data-source="post: 9751772" data-attributes="member: 6796468"><p>3-4 Subclass levels over the course of a 10 level class so you get some strong flavor without it overwhelming the core mechanics. Probably with some Social/Exploration ribbons tied to 2-3 of them, as well.</p><p></p><p>Ah, very simple: I don't want to make people wait to play their character concept. It's why I made Motif Classes a thing.</p><p></p><p>Kinda, yeah. But it's one of those "I can't chop up this sacred cow, so I'll design around it to keep it from being too abusable."</p><p></p><p>That's what a lot of these elements are. There's sacred cows in the game that you "Must Have" for it to be D&D. </p><p></p><p>Fireball, for example. Sacred Cow. I'm not sure I could even make that one into a feature of the Evoker Subclass because of the outcry that would likely result.</p><p></p><p>Fair. Not everyone's gonna like the same stuff. Have you seen my Esper? You can get the class, powers, and martial tradition for free on DriveThruRPG.Com if you'd like to see how it goes.</p><p></p><p>Healing Word/Cure Wounds doesn't use a spell slot. So neither would Rally. Definitely doesn't count as magic, though, no.</p><p></p><p>The difference would lie, most likely, in how it's applied. For my part, I think it'd make sense to have Rally rely on your target's Hit Dice availability rather than a pool of dice the Marshal can dole out. Probably have it start out as multitarget, in fact, while a Cleric has to work up to multitarget, but gets a pool of their own healing to throw out there.</p><p></p><p>Could be a way to build in mechanically reinforced narrative differences into the classes, after all.</p><p></p><p>Spellcasting Mechanics variety pretty much refers to spell availability. Full versus 3/4 versus 1/2 caster. Though the Sorcerer and Druid are both, at least in theory, able to play around with their spells a bit more for power/variation.</p><p></p><p>Would absolutely add in more mechanical finagling for martial characters, however. As it's an attempt to give them some level of combat variety beyond "I move to the nearest enemy and stand in his face while hitting him until he is dead."</p><p></p><p>You and I probably have different tolerances for "A lot" of complexity, if weapon masteries introduce a lot. I feel like they're far too barebones and simplistic. Some of them actually have an impact (Vex, Nick) but others are largely irrelevant (Slow).</p><p></p><p>Very fair.</p><p></p><p>Fair.</p><p></p><p>Crits can be fun... or frustrating as hell. Really depends on whose on which end of it and how often. And a player choosing to sacrifice their ancestor's sword/shield/armor/whatever to save themself from certain death can be a pretty fun and dramatic moment, too.</p><p></p><p>Sizing them up -like- that. Like "Is their proficiency bonus bigger than mine?" could help you figure out whether you've got a decent chance of convincing them of stuff. "Are they tougher than me?" tells you whether or not to try Intimidating them. Things like that.</p><p></p><p>Personally? I want the players to feel strong without making them feel out of line with the world.</p><p></p><p>I also really want to be able to Magic Missile 5 goblins and be relatively sure 3 of them are gonna die of the damage 'cause they've only got 3-4 hp each when I'm in the 5th to 6th level range and we're dealing with swarms of enemies that are built to have varying levels of durability to make Single Target and AoE abilities equally important on the field of battle.</p><p></p><p>Again, it's really just about maintaining the Sacred Cows while trying to combine the best things I've seen from various editions of D&D (and some other systems) together in as harmonious a way as possible.</p></blockquote><p></p>
[QUOTE="Steampunkette, post: 9751772, member: 6796468"] 3-4 Subclass levels over the course of a 10 level class so you get some strong flavor without it overwhelming the core mechanics. Probably with some Social/Exploration ribbons tied to 2-3 of them, as well. Ah, very simple: I don't want to make people wait to play their character concept. It's why I made Motif Classes a thing. Kinda, yeah. But it's one of those "I can't chop up this sacred cow, so I'll design around it to keep it from being too abusable." That's what a lot of these elements are. There's sacred cows in the game that you "Must Have" for it to be D&D. Fireball, for example. Sacred Cow. I'm not sure I could even make that one into a feature of the Evoker Subclass because of the outcry that would likely result. Fair. Not everyone's gonna like the same stuff. Have you seen my Esper? You can get the class, powers, and martial tradition for free on DriveThruRPG.Com if you'd like to see how it goes. Healing Word/Cure Wounds doesn't use a spell slot. So neither would Rally. Definitely doesn't count as magic, though, no. The difference would lie, most likely, in how it's applied. For my part, I think it'd make sense to have Rally rely on your target's Hit Dice availability rather than a pool of dice the Marshal can dole out. Probably have it start out as multitarget, in fact, while a Cleric has to work up to multitarget, but gets a pool of their own healing to throw out there. Could be a way to build in mechanically reinforced narrative differences into the classes, after all. Spellcasting Mechanics variety pretty much refers to spell availability. Full versus 3/4 versus 1/2 caster. Though the Sorcerer and Druid are both, at least in theory, able to play around with their spells a bit more for power/variation. Would absolutely add in more mechanical finagling for martial characters, however. As it's an attempt to give them some level of combat variety beyond "I move to the nearest enemy and stand in his face while hitting him until he is dead." You and I probably have different tolerances for "A lot" of complexity, if weapon masteries introduce a lot. I feel like they're far too barebones and simplistic. Some of them actually have an impact (Vex, Nick) but others are largely irrelevant (Slow). Very fair. Fair. Crits can be fun... or frustrating as hell. Really depends on whose on which end of it and how often. And a player choosing to sacrifice their ancestor's sword/shield/armor/whatever to save themself from certain death can be a pretty fun and dramatic moment, too. Sizing them up -like- that. Like "Is their proficiency bonus bigger than mine?" could help you figure out whether you've got a decent chance of convincing them of stuff. "Are they tougher than me?" tells you whether or not to try Intimidating them. Things like that. Personally? I want the players to feel strong without making them feel out of line with the world. I also really want to be able to Magic Missile 5 goblins and be relatively sure 3 of them are gonna die of the damage 'cause they've only got 3-4 hp each when I'm in the 5th to 6th level range and we're dealing with swarms of enemies that are built to have varying levels of durability to make Single Target and AoE abilities equally important on the field of battle. Again, it's really just about maintaining the Sacred Cows while trying to combine the best things I've seen from various editions of D&D (and some other systems) together in as harmonious a way as possible. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
D&D 6e ala Steampunkette: Structural thoughts
Top