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*Dungeons & Dragons
Ditching Archetypes 6E?
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<blockquote data-quote="Lanefan" data-source="post: 9750063" data-attributes="member: 29398"><p>Perhaps. I'm trying to separate chivalric (or anti-chivalric) knight types out from common fighters as I think there's class-design space for both.</p><p></p><p>Brute-Brawler comes square under common fighter; they just choose 'open hand' as a weapon proficiency. As for ranged specialists, yeah, I have a hard time fitting those in anywhere.</p><p></p><p>One of my unstated goals is that animal companions, familiars, and the like go the way of the dodo. Very-short-term (as in, one combat's worth) summoned critters are fine, but long-term pets etc. are IME way more headache than they're worth.</p><p></p><p>Someone's niche has to be the 'face' role; it used to be Bards but they're no more in my proposal, therefore a variant of Rogue gets it. The deceiver, the flatterer, the con artist - sure, not nice people, but long-standing archetypes.</p><p></p><p>True. Just trying to subsume the existing Monk into something more broad-based and less culture-specific.</p><p></p><p>Agreed. I mention them only to indicate that the concept - along with Druid, Witch, and a few others - gets swept under the Nature Cleric banner.</p><p></p><p>Hence, War Clerics. One could, though, keep "Paladin" as a not-always-complimentary label for the most extremist of War Clerics in any faith.</p><p></p><p>Perhaps, but I can't see an avenue that gets there without making the class an "I'm the boss" type</p><p></p><p>In the adventuring sense, they don't make the tinker-toys; they just know how to use them far better than anyone else. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>This is exactly and specifically what I'm trying to avoid.</p><p></p><p>I'm fine with Bards having a bespoke magic system based on sound and sonic energy but I can't otherwise make the class fit between the others without squashing a bunch of niche borders.</p><p></p><p>Anyone can <em>try to</em> take that role. The Charmer knows how to do it.</p><p></p><p>Just like anyone can pick up a weapon and try to fight.</p><p></p><p>Similar to Arcane Tricksters, they seem to be nothing more than an attempt to squash what should be two classes into one in order to provide more "do everything" flexibility.</p><p></p><p>Agreed; not all deities have to support all types of Clerics. A war deity, for example, might only support War Clerics. A forest deity might only support Nature Clerics. And so on.</p><p></p><p>That said, I don't break down deities' spheres of influence to that extent other than a vague handwave, and they're often quite broad. The Dwarven war god Clanggedon, for example, covers war, battle, death.....and poetry, go figure. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Increased morale can be mechanically reflected as a to-hit bonus, a bonus on saves vs fear, and so forth.</p><p></p><p>We have a whole subsystem in our games devoted to herbs and herbcraft, including healing herbs. Way ahead of you there. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Lanefan, post: 9750063, member: 29398"] Perhaps. I'm trying to separate chivalric (or anti-chivalric) knight types out from common fighters as I think there's class-design space for both. Brute-Brawler comes square under common fighter; they just choose 'open hand' as a weapon proficiency. As for ranged specialists, yeah, I have a hard time fitting those in anywhere. One of my unstated goals is that animal companions, familiars, and the like go the way of the dodo. Very-short-term (as in, one combat's worth) summoned critters are fine, but long-term pets etc. are IME way more headache than they're worth. Someone's niche has to be the 'face' role; it used to be Bards but they're no more in my proposal, therefore a variant of Rogue gets it. The deceiver, the flatterer, the con artist - sure, not nice people, but long-standing archetypes. True. Just trying to subsume the existing Monk into something more broad-based and less culture-specific. Agreed. I mention them only to indicate that the concept - along with Druid, Witch, and a few others - gets swept under the Nature Cleric banner. Hence, War Clerics. One could, though, keep "Paladin" as a not-always-complimentary label for the most extremist of War Clerics in any faith. Perhaps, but I can't see an avenue that gets there without making the class an "I'm the boss" type In the adventuring sense, they don't make the tinker-toys; they just know how to use them far better than anyone else. :) This is exactly and specifically what I'm trying to avoid. I'm fine with Bards having a bespoke magic system based on sound and sonic energy but I can't otherwise make the class fit between the others without squashing a bunch of niche borders. Anyone can [I]try to[/I] take that role. The Charmer knows how to do it. Just like anyone can pick up a weapon and try to fight. Similar to Arcane Tricksters, they seem to be nothing more than an attempt to squash what should be two classes into one in order to provide more "do everything" flexibility. Agreed; not all deities have to support all types of Clerics. A war deity, for example, might only support War Clerics. A forest deity might only support Nature Clerics. And so on. That said, I don't break down deities' spheres of influence to that extent other than a vague handwave, and they're often quite broad. The Dwarven war god Clanggedon, for example, covers war, battle, death.....and poetry, go figure. :) Increased morale can be mechanically reflected as a to-hit bonus, a bonus on saves vs fear, and so forth. We have a whole subsystem in our games devoted to herbs and herbcraft, including healing herbs. Way ahead of you there. :) [/QUOTE]
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