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Doing 5ed without classes.
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<blockquote data-quote="Wik" data-source="post: 6658471" data-attributes="member: 40177"><p>How I'd do it:</p><p></p><p>You get a couple of base classes. Let's say we go with two base classes - warrior and specialist. Warriors get good hit dice, specialists get more skills. You pick two saves, one is a good save (CON, DEX, or WIS) and the other is not so good. </p><p></p><p>Each level, you get a "perk". A perk is one of the class abilities that exist in the game - spellcasting (based on class), etc. Perks higher up on the class tree have prerequisites (so, for example, to get the rogue's expertise, it could require training in stealth and sneak attack). </p><p></p><p>Spellcasting requires you to spend a perk to unlock the next tier. So, you have spellcasting I through IX. Each has a minimum level. Ultimately, if you want to be full-classed spellcaster in two different classes, that's ALL you're gonna spend your perks on, as you'd have to unlock each level as you go. </p><p></p><p>Every other class ability (Sneak attack for example) is "fire and forget". Some, like action surge, might require an extra pick later on in the tree, but if you go this way, add a rider effect. </p><p></p><p>Be aware that this will make super specialist PCs. If you want to avoid that, have "perks" and "ribbons". "Ribbons" are non-combat abilities (Thieves' Cant, favoured terrain, etc). You get a perk every odd level (including 1st), and a ribbon every even level. Doing this, however, will make spellcasters weaker than in normal D&D, because they'll have to focus entirely on spellcasting.</p></blockquote><p></p>
[QUOTE="Wik, post: 6658471, member: 40177"] How I'd do it: You get a couple of base classes. Let's say we go with two base classes - warrior and specialist. Warriors get good hit dice, specialists get more skills. You pick two saves, one is a good save (CON, DEX, or WIS) and the other is not so good. Each level, you get a "perk". A perk is one of the class abilities that exist in the game - spellcasting (based on class), etc. Perks higher up on the class tree have prerequisites (so, for example, to get the rogue's expertise, it could require training in stealth and sneak attack). Spellcasting requires you to spend a perk to unlock the next tier. So, you have spellcasting I through IX. Each has a minimum level. Ultimately, if you want to be full-classed spellcaster in two different classes, that's ALL you're gonna spend your perks on, as you'd have to unlock each level as you go. Every other class ability (Sneak attack for example) is "fire and forget". Some, like action surge, might require an extra pick later on in the tree, but if you go this way, add a rider effect. Be aware that this will make super specialist PCs. If you want to avoid that, have "perks" and "ribbons". "Ribbons" are non-combat abilities (Thieves' Cant, favoured terrain, etc). You get a perk every odd level (including 1st), and a ribbon every even level. Doing this, however, will make spellcasters weaker than in normal D&D, because they'll have to focus entirely on spellcasting. [/QUOTE]
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