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D&D 6e ala Steampunkette: Structural thoughts
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<blockquote data-quote="Steampunkette" data-source="post: 9752263" data-attributes="member: 6796468"><p>Gradine's modularity was about class abilities/multiclassing. Modularity of abilities between classes so you can mix n' match to make your perfect class.</p><p></p><p>I guess I could? My intent was to give a scaling spell progression so at 2nd you have two first level and one second level spell. Then at 3 you get a 3rd level, and another second. Putting you at 2/2/1. And then just continue the 2/2/2/1 until 9th. Then at 10th level it's 2/2/2/2/2/2/2/2/2</p><p></p><p>18 total spell slots, evenly spread across all levels, and then do a reworking of the spell breakpoints and damage values to smooth the progression.</p><p></p><p>My plan was +2 at level 1, +3 at 3rd, +4 at 5th, +5 at 7th, and +6 at 9th.</p><p></p><p>But also, more rolls --> more time.</p><p></p><p>Really just gotta find some kinda break point to ensure the fun without getting tedious.</p><p></p><p>If I were to do something like this, approaching it as clusters, I'd probably drop the lines you have here by 1, and push the bottom row to 1 every 5 levels.</p><p></p><p>But I really feel like approaching it individually would work better, since it takes into account the individual class' structure. Paladins and Rogues, for example, both function by adding additional damage dice to single powerful swings, while a Monk or Ranger should probably focus on taking more shots in general, with the monk stacking smaller hits while the Ranger focuses on several well placed shots. In contrast, the Barbarian's attacks should probably be less focused and broader swings that represent a more wild style.</p><p></p><p>By tailoring attack structures rather than going by broad categories you can get a more defined identity out of the class.</p><p></p><p>Agreed, more or less.</p><p></p><p>I'd probably put a ribbon at level 1. Something to signify that you're part of this group, specifically, compared to other members of the same class without a big power at that point. Like giving Eldritch Knights the ability to use Cantrips at that level. Sure it's magic, but it deals no more damage than an attack and takes the same action. Theme and narrative establishment.</p><p></p><p>Absolutely is, yeah... well... kinda. If a subclass hands out Spell Lists for Fighters who have no spell slots it's still moot.</p><p></p><p>Could do something like that... but by your calculations a TWF Fighter at 10th level using a Rapier and Dagger would be throwing off 12 attack rolls every turn. Sure 6 of 1d8 half a dozen of 1d4, but the sheer quantity of rolling is probably too high.</p></blockquote><p></p>
[QUOTE="Steampunkette, post: 9752263, member: 6796468"] Gradine's modularity was about class abilities/multiclassing. Modularity of abilities between classes so you can mix n' match to make your perfect class. I guess I could? My intent was to give a scaling spell progression so at 2nd you have two first level and one second level spell. Then at 3 you get a 3rd level, and another second. Putting you at 2/2/1. And then just continue the 2/2/2/1 until 9th. Then at 10th level it's 2/2/2/2/2/2/2/2/2 18 total spell slots, evenly spread across all levels, and then do a reworking of the spell breakpoints and damage values to smooth the progression. My plan was +2 at level 1, +3 at 3rd, +4 at 5th, +5 at 7th, and +6 at 9th. But also, more rolls --> more time. Really just gotta find some kinda break point to ensure the fun without getting tedious. If I were to do something like this, approaching it as clusters, I'd probably drop the lines you have here by 1, and push the bottom row to 1 every 5 levels. But I really feel like approaching it individually would work better, since it takes into account the individual class' structure. Paladins and Rogues, for example, both function by adding additional damage dice to single powerful swings, while a Monk or Ranger should probably focus on taking more shots in general, with the monk stacking smaller hits while the Ranger focuses on several well placed shots. In contrast, the Barbarian's attacks should probably be less focused and broader swings that represent a more wild style. By tailoring attack structures rather than going by broad categories you can get a more defined identity out of the class. Agreed, more or less. I'd probably put a ribbon at level 1. Something to signify that you're part of this group, specifically, compared to other members of the same class without a big power at that point. Like giving Eldritch Knights the ability to use Cantrips at that level. Sure it's magic, but it deals no more damage than an attack and takes the same action. Theme and narrative establishment. Absolutely is, yeah... well... kinda. If a subclass hands out Spell Lists for Fighters who have no spell slots it's still moot. Could do something like that... but by your calculations a TWF Fighter at 10th level using a Rapier and Dagger would be throwing off 12 attack rolls every turn. Sure 6 of 1d8 half a dozen of 1d4, but the sheer quantity of rolling is probably too high. [/QUOTE]
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