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Design Thread - "What makes a Knight?"
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<blockquote data-quote="Laurefindel" data-source="post: 8043874" data-attributes="member: 67296"><p>A few things, in no order of importance.</p><p></p><p>- In 5e, you can technically deal nonlethal damage anytime with any weapon. Vow of mercy becomes less relevant. [edit] or as suggested above, you need to leave the enemy with at least 1 hp.</p><p></p><p>- There is no listed limit of Vow points. it says you start with 2 but For Honour! requires 3. Do you get more with levels?</p><p></p><p>- Class features are written using a relatively standard format in 5e. Look at the PHB class for model and wordage, but it goes something like this: first a short sentence of fluff (optional), then the level at which you get it, then what triggers the ability, then what it needs in terms of action and/or daily uses, then effect. Sometimes a rider is added to this, or limitations/immunities to the abilities. finally, the ability's refresh time, when necessary.</p><p></p><p>For example, the Ironside class feature could be written as follows:</p><p></p><p><strong><em>Ironside</em></strong></p><p><em>Knights are the epitome of armoured warriors and you can use this affinity to deflect otherwise dangerous strikes. At first level, when a creature that you can see within 60 feet hits you with a melee attack, you can use your reaction to expend one use of your Vow and roll a d4, adding the result to your AC for that attack and potentially causing the attack to miss you. You must be wearing heavy armour to use this ability.</em></p><p></p><p>D&D is usually written in American English, but I too prefer UK/Canadian spelling.</p><p></p><p>- Extra attack usually happens at level 5. When extra attack happens at level 6, it's because the extra attack is not part of the basic class and instead comes with a subclass. I don't see any reasons to break this pattern. Extra attack (x2) has so far been exclusive to the fighter, which I would tend to preserve. Some class get a damage boost, a circumstantial attack, or bonus action attack at level 11. I would go that route instead. Also, the 3rd tier starts at level 11, not 12.</p><p></p><p>Your class is has a lot of options, a pool mechanics, and a companion sub-system of quests and heraldic benefits. In itself this isn't bad, but it's a lot and it may need rationalisation. Let's look at the warlock for an example of "heavy-loaded" class:</p><p></p><p>level 1: pool point mechanics (pact magic). choice of patron (in effect this is the subclass)</p><p>level 2: choice of incantations among a given list. Some can't be selected yet due to level prerequisites</p><p>level 3: choice of specialty (pact boon, like blade, tome, or chain)</p><p>level 5: a boost on the level 3 ability in the form of incantation (some can be acquired before by swapping, but you get your 3rd incantation at lvl 5.</p><p></p><p>Pool mechanics (spell slots) increases in number and potency, gain additional invocation (some with level prerequisites) as the class progresses and daily use of spells as of level 11.</p><p></p><p>I would suggest incorporating the quests and heraldry fully into the class; that's the one novel element contributing to a character class that cannot be recreated by an existing class already. I wouldn't worry too much about the completion of the quest; being on the quest should be what counts. Maybe you could have some kind of achievement if you succeed, but in romantic chivalery, the quest itself is more important than the object of the quest.</p><p></p><p>So keeping with the warlock analogy:</p><p>level 1: select vow, vow pool mechanics</p><p>level 2: quest(s?) could start there. Use heraldry like the warlock use incantations.</p><p>level 3: choice of chivalric ideal</p><p>level 5: extra attack</p><p>level 11: bonus damage, circumstantial attack, single multiattack (like everyone around you), or bonus action attack depending on vow, quest, or chivalric ideal (pick one).</p><p></p><p>keep it contained, reduce the number of options, give those options significant benefits.</p><p></p><p>'findel</p></blockquote><p></p>
[QUOTE="Laurefindel, post: 8043874, member: 67296"] A few things, in no order of importance. - In 5e, you can technically deal nonlethal damage anytime with any weapon. Vow of mercy becomes less relevant. [edit] or as suggested above, you need to leave the enemy with at least 1 hp. - There is no listed limit of Vow points. it says you start with 2 but For Honour! requires 3. Do you get more with levels? - Class features are written using a relatively standard format in 5e. Look at the PHB class for model and wordage, but it goes something like this: first a short sentence of fluff (optional), then the level at which you get it, then what triggers the ability, then what it needs in terms of action and/or daily uses, then effect. Sometimes a rider is added to this, or limitations/immunities to the abilities. finally, the ability's refresh time, when necessary. For example, the Ironside class feature could be written as follows: [B][I]Ironside[/I][/B] [I]Knights are the epitome of armoured warriors and you can use this affinity to deflect otherwise dangerous strikes. At first level, when a creature that you can see within 60 feet hits you with a melee attack, you can use your reaction to expend one use of your Vow and roll a d4, adding the result to your AC for that attack and potentially causing the attack to miss you. You must be wearing heavy armour to use this ability.[/I] D&D is usually written in American English, but I too prefer UK/Canadian spelling. - Extra attack usually happens at level 5. When extra attack happens at level 6, it's because the extra attack is not part of the basic class and instead comes with a subclass. I don't see any reasons to break this pattern. Extra attack (x2) has so far been exclusive to the fighter, which I would tend to preserve. Some class get a damage boost, a circumstantial attack, or bonus action attack at level 11. I would go that route instead. Also, the 3rd tier starts at level 11, not 12. Your class is has a lot of options, a pool mechanics, and a companion sub-system of quests and heraldic benefits. In itself this isn't bad, but it's a lot and it may need rationalisation. Let's look at the warlock for an example of "heavy-loaded" class: level 1: pool point mechanics (pact magic). choice of patron (in effect this is the subclass) level 2: choice of incantations among a given list. Some can't be selected yet due to level prerequisites level 3: choice of specialty (pact boon, like blade, tome, or chain) level 5: a boost on the level 3 ability in the form of incantation (some can be acquired before by swapping, but you get your 3rd incantation at lvl 5. Pool mechanics (spell slots) increases in number and potency, gain additional invocation (some with level prerequisites) as the class progresses and daily use of spells as of level 11. I would suggest incorporating the quests and heraldry fully into the class; that's the one novel element contributing to a character class that cannot be recreated by an existing class already. I wouldn't worry too much about the completion of the quest; being on the quest should be what counts. Maybe you could have some kind of achievement if you succeed, but in romantic chivalery, the quest itself is more important than the object of the quest. So keeping with the warlock analogy: level 1: select vow, vow pool mechanics level 2: quest(s?) could start there. Use heraldry like the warlock use incantations. level 3: choice of chivalric ideal level 5: extra attack level 11: bonus damage, circumstantial attack, single multiattack (like everyone around you), or bonus action attack depending on vow, quest, or chivalric ideal (pick one). keep it contained, reduce the number of options, give those options significant benefits. 'findel [/QUOTE]
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