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General Tabletop Discussion
*Dungeons & Dragons
Ditching Archetypes 6E?
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<blockquote data-quote="Faolyn" data-source="post: 9749407" data-attributes="member: 6915329"><p>Heh. Maybe instead of regular subclasses, each subclass should have roles as their subclass. 4e had Controller, Defender, Leader, and Striker. Daggerheart doesn't have PC roles, but their monsters are divided into (among others) Bruisers, Leaders, Ranged, Skulks, Socials, and Supports.</p><p></p><p>A warrior/bruiser is going to be the big guy with heavy weapons. A wizard/bruiser is going to use the big AOE attacks, and may even have its own spell list (or more likely, there'd be a generic wizard spell list and each role would have a handful of extra spells that get added to it, unique to that role). A rogue bruiser is going to be a thug-type. A druid/bruiser has wildshapes that turn them into things like moose or bears. And so on. The player can then flavor it through the feats and "invocations".</p><p></p><p>This does have the drawback (or possibly benefit) of preventing too many archetypes and fanbrew archetypes, since you don't need more than one warrior/bruiser. But it does open up the possibility for lots of feats and "invocations." And, of course, the PHB could only include a couple of roles and add more later, although I personally would be annoyed. </p><p></p><p>Or heck, at some point invent templates or lenses or flavors to put on top of that, so you can have flavor your class as elemental or fey or infernal or whatever.</p></blockquote><p></p>
[QUOTE="Faolyn, post: 9749407, member: 6915329"] Heh. Maybe instead of regular subclasses, each subclass should have roles as their subclass. 4e had Controller, Defender, Leader, and Striker. Daggerheart doesn't have PC roles, but their monsters are divided into (among others) Bruisers, Leaders, Ranged, Skulks, Socials, and Supports. A warrior/bruiser is going to be the big guy with heavy weapons. A wizard/bruiser is going to use the big AOE attacks, and may even have its own spell list (or more likely, there'd be a generic wizard spell list and each role would have a handful of extra spells that get added to it, unique to that role). A rogue bruiser is going to be a thug-type. A druid/bruiser has wildshapes that turn them into things like moose or bears. And so on. The player can then flavor it through the feats and "invocations". This does have the drawback (or possibly benefit) of preventing too many archetypes and fanbrew archetypes, since you don't need more than one warrior/bruiser. But it does open up the possibility for lots of feats and "invocations." And, of course, the PHB could only include a couple of roles and add more later, although I personally would be annoyed. Or heck, at some point invent templates or lenses or flavors to put on top of that, so you can have flavor your class as elemental or fey or infernal or whatever. [/QUOTE]
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Ditching Archetypes 6E?
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