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D&D 6e ala Steampunkette: Structural thoughts
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<blockquote data-quote="Faolyn" data-source="post: 9753391" data-attributes="member: 6915329"><p>I don't know how different you're planning on going. To my mind, with the exception of 1e --> 2e, every edition has been radically different than the one before it, so a hypothetical 6e can go wild.</p><p></p><p>I'm perfectly fine with 10-level class, crit protection, and warlords, although I think they should be renamed. Other notes:</p><p></p><p></p><p>I think this is definitely a way to make the caster classes different. I'd be interested in seeing what spells you want to keep versus what spells are going to be turned into abilities.</p><p></p><p>I assume that there will be abilities, feats, or subclasses that will allow for those class abilities to be used differently. E.g., something that lets you turn your "cure wounds" dice into "cause wounds" dice. </p><p></p><p></p><p>Kind of less fond, primarily because it needs a particular niche which, in current D&D, has a lot of overlap with the sorcerer. I'd say if you want a psion then you'd ditch the sorcerer. If you want both, I'd pick a very specific niche for sorcerers. For instance, they're can only use elemental magic, or each bloodline has a very small spell list to choose from (instead of a list that's basically the same as the wizard list).</p><p></p><p>One idea might be to make "spell packages"--a grouping of a handful of spells that are themed in some way. All healing spells, all fire spells, all spells that make you get bigger or stronger. Sorcerers can pick X number of packages as they go up in level. </p><p></p><p></p><p>Also a very good thing. I'll say that Level Up has too many maneuvers, but something between that and what the 5.14 battlemaster currently has (dunno about the 5.24 version) should be good.</p><p></p><p></p><p>You say that clerics won't need as many spell slots, which is good, but you might want to consider giving wizards and other arcane casters some innate spell-abilities as well and cutting down on spell slots across the board. I've said elsewhere that I have no problem with wizards having damaging cantrips but few or no direct damage spells of higher levels. Even if you don't go that far, building a few cantrip-level abilities into the class cuts down on the number of slots they need later on.</p><p></p><p>While we're at it, you know how Level Up has the bardic Battle Hymns? I'd say go entirely in that direction for bards. No spells, just magical songs. I'd also be fine with druids having a lot of wildshape (like in the D&D movie), some animal/plant-based abilities, some abilities to conjure animals and fey, maybe some ability to affect the elements and weather (even if only at the cantrip level, or with lengthy rituals), and no spells. Maybe they get the ability to change into "harmless" shapes very often and combat-oriented shapes less often. </p><p></p><p></p><p>I'm not 100% sold on auto-smites (unless it's against specific types of foes, like demons), but otherwise it seems OK.</p><p></p><p></p><p>I legit thought you meant only martials get to make critical hits with weapons when I saw the title.</p><p></p><p>That might be a good rule. Casters can crit with attack spells that roll a nat 20, but not with a weapon.</p><p></p><p></p><p>Definitely a big yes. If you haven't seen it, Draw Steel has awesome-looking negotiation rules worth examining.</p><p></p><p></p><p>I'm for fewer hp in general. I'd also get rid of different hp sizes for different sizes (or different creature types). It just leads to people making, say, Tiny creatures with 10 HD because they want a Tiny creature that won't get killed automatically.</p><p></p><p>Honestly, I'd give every class the same d6 or d8 hit dice, but different classes get different bonuses to the number rolled, in addition to whatever their Con bonus would be. Like, a wizard just rolls a d6, but a fighter rolls a d6+3+Con per level.</p></blockquote><p></p>
[QUOTE="Faolyn, post: 9753391, member: 6915329"] I don't know how different you're planning on going. To my mind, with the exception of 1e --> 2e, every edition has been radically different than the one before it, so a hypothetical 6e can go wild. I'm perfectly fine with 10-level class, crit protection, and warlords, although I think they should be renamed. Other notes: I think this is definitely a way to make the caster classes different. I'd be interested in seeing what spells you want to keep versus what spells are going to be turned into abilities. I assume that there will be abilities, feats, or subclasses that will allow for those class abilities to be used differently. E.g., something that lets you turn your "cure wounds" dice into "cause wounds" dice. Kind of less fond, primarily because it needs a particular niche which, in current D&D, has a lot of overlap with the sorcerer. I'd say if you want a psion then you'd ditch the sorcerer. If you want both, I'd pick a very specific niche for sorcerers. For instance, they're can only use elemental magic, or each bloodline has a very small spell list to choose from (instead of a list that's basically the same as the wizard list). One idea might be to make "spell packages"--a grouping of a handful of spells that are themed in some way. All healing spells, all fire spells, all spells that make you get bigger or stronger. Sorcerers can pick X number of packages as they go up in level. [B][/B] Also a very good thing. I'll say that Level Up has too many maneuvers, but something between that and what the 5.14 battlemaster currently has (dunno about the 5.24 version) should be good. [B][/B] You say that clerics won't need as many spell slots, which is good, but you might want to consider giving wizards and other arcane casters some innate spell-abilities as well and cutting down on spell slots across the board. I've said elsewhere that I have no problem with wizards having damaging cantrips but few or no direct damage spells of higher levels. Even if you don't go that far, building a few cantrip-level abilities into the class cuts down on the number of slots they need later on. While we're at it, you know how Level Up has the bardic Battle Hymns? I'd say go entirely in that direction for bards. No spells, just magical songs. I'd also be fine with druids having a lot of wildshape (like in the D&D movie), some animal/plant-based abilities, some abilities to conjure animals and fey, maybe some ability to affect the elements and weather (even if only at the cantrip level, or with lengthy rituals), and no spells. Maybe they get the ability to change into "harmless" shapes very often and combat-oriented shapes less often. [B][/B] I'm not 100% sold on auto-smites (unless it's against specific types of foes, like demons), but otherwise it seems OK. [B][/B] I legit thought you meant only martials get to make critical hits with weapons when I saw the title. That might be a good rule. Casters can crit with attack spells that roll a nat 20, but not with a weapon. [B][/B] Definitely a big yes. If you haven't seen it, Draw Steel has awesome-looking negotiation rules worth examining. [B][/B] I'm for fewer hp in general. I'd also get rid of different hp sizes for different sizes (or different creature types). It just leads to people making, say, Tiny creatures with 10 HD because they want a Tiny creature that won't get killed automatically. Honestly, I'd give every class the same d6 or d8 hit dice, but different classes get different bonuses to the number rolled, in addition to whatever their Con bonus would be. Like, a wizard just rolls a d6, but a fighter rolls a d6+3+Con per level. [/QUOTE]
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