Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Next
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
Twitch
YouTube
Facebook (EN Publishing)
Facebook (EN World)
Twitter
Instagram
TikTok
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
The
VOIDRUNNER'S CODEX
is coming! Explore new worlds, fight oppressive empires, fend off fearsome aliens, and wield deadly psionics with this comprehensive boxed set expansion for 5E and A5E!
Community
General Tabletop Discussion
*Dungeons & Dragons
(+) Duelist Gameplay Should Feel Like Playing Zelda or Soul Calibur (Abilities of The Master/Kensei/Diestro/Alt Monk)
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="doctorbadwolf" data-source="post: 9027892" data-attributes="member: 6704184"><p>+ Thread because it’s hard to discuss the class without people crapping all over anything you come up with. Criticism is great, just keep it both civil, on topic, and hopefully helpful.</p><p></p><p>I think I’ve cracked what I actually want from this class in terms of gameplay. I want to have a simple mix of at-will, build-up/triggered, and resource limited, abilities that make it feel like you are moving and paying attention and thinking on your feet and reacting to what’s going on around you. </p><p></p><p>Like you do in any 3D Legend of Zelda game I’ve played (Ocarina, Twilight Princess, BoTW, ToTK) or in any iteration of the Soul Caliber fighting games! </p><p></p><p>Things like a “perfect guard” or “perfect parry” where you time your defense just right and use the attack to make an opening that you then exploit to seriously harm your opponent, or combo-attacks where your first attack sets up a bigger better attack if it lands, </p><p></p><p>I also think that stuff like higher hit die could be Focus Regimens, as could more advanced tactical moves. </p><p></p><p>The current setup is close to allowing this, it just needs less oomph at low levels to make room. </p><p></p><p>[spoiler=current build alt monk]</p><p>So some folks may know I’m building an alternate Monk class. Part of the challenge is to allow the existing subclasses to function with the new base class, but I will abandon that if I have to.</p><p></p><p>The theme and identity of the class is the esoteric or mystical master-of-arms, trained in a tradition that uses mysterious symbology, possibly occultism, certainly Hermetic principles, but which is not overtly magical.</p><p></p><p>Subclasses called Mysterious Orders or similar. The cultural specific stuff should mostly live in techniques and regimens.</p><p></p><p><strong>Current Build: </strong></p><p></p><p>D10 hit die, Focus Dice start at level 1 with 2, and they’re d6. Proficiencies include light and medium armor and shields, all simple weapons, and 2 martial weapons of your choice.</p><p></p><p>I’ve replaced ki with Focus, combined the points with martial arts dice into Focus Dice, and combined the basic ki features into the base level 1 features.</p><p></p><p><strong>Patient Defense - </strong>Unarmored Defense is folded into this, as is Deflect Attacks. The bonus action focus ability allows you to reduce incoming damage by a number equal to your focus die, which is passive so it stacks with delfect attacks. Delfect attacks is just the at-will part, and works against all weapon attacks. Level 2 gets the riposte, and level 5 gets to deflect spell attacks and make a weapon attack in reply by spending 1 focus.</p><p></p><p><em>No Unarmored anything. You can choose to use wisdom in place of Dex when wearing armor, which makes strength builds easier to pull off. </em></p><p></p><p><strong>Step of The Wind - </strong>Unarmored movement lives here, and I’m considering a choice here between a bonus to jump distance or the ability to ignore difficult terrain. Then the bonus action doubles speed or Disengages, and either triples jump distance or gives a climb speed, chosen when you use it. This way it’s super jump or super parkour. Level 5 gives an at-will charging attack ability and a focus spending upgrade to it, lets you do the charging attack as a reaction when you roll initiative.</p><p></p><p><strong>Master-of-Arms - </strong>Your unarmed attacks deal damage equal to your focus die plus your strength or dexterity modifier, and as a bonus action you can make a single Focused Strike, which is an unarmed attack or a weapon attack, dealing damage equal to your focus die regardless. (No requirements to use the BA attack, you can just do it, regardless of your action that turn)</p><p><em>Flurry of Blows - </em>You can spend 1 focus die when making an attack. Once per turn until the end of your next turn, when you make an attack, you can make 1 additional Focused Strike.</p><p></p><p>(This is a serious damage upgrade, combined with the other changes. Enough so to make the class pretty scary without overtuning it IMO)</p><p></p><p>Level 2 you gain Focus Techniques and Regimens. Techniques are special moves, and regimens are something you do during a rest that influences how the class plays until you replace it, basically like the Artificer’s infusions, including how m at you know and how many you can have active.</p><p></p><p>Most higher level class features become either techniques or regimens.</p><p></p><p><strong>Stunning Strikes</strong> <strong>Training - </strong>You practice feeling the energy of another creature and disrupting or blocking it with a decisive strike. 1 focus, Save or daze +focus damage, save every turn, second failed save stuns, lasts until they save, or another creature uses an action to help them come to. If they take damage while stunned, they get an extra save, with a +2 bonus for every save made after the first in one round.</p><p></p><p>Another level 5 regimen option would be Powerful Strikes Training, which allows you to spend focus when you hit to make it an especially deadly attack, basically smiting.[/spoiler]</p><p></p><p><strong>Things Missing: </strong></p><p></p><p>Feels like a class that should get fighting styles. Maybe as Regimens? Being able to change your fighting style with a long rest would be wild.</p><p></p><p>A telekinetic subclass, with ranged unarmed strikes.</p><p></p><p>Some social stuff.</p><p></p><p>Tool proficiencies for stuff like forging documents, disguises, writing,</p><p></p><p>A Romantic <em>Chevalier </em>with a mount.</p><p></p><p>Robust stats for offhand weaponry like <em>Main gouche, buckler, knuckle knives, cloak, etc. </em></p><p></p><p>Anyone see any glaring omissions?</p><p></p><p>Got a better name than Kensei or Duelist?</p></blockquote><p></p>
[QUOTE="doctorbadwolf, post: 9027892, member: 6704184"] + Thread because it’s hard to discuss the class without people crapping all over anything you come up with. Criticism is great, just keep it both civil, on topic, and hopefully helpful. I think I’ve cracked what I actually want from this class in terms of gameplay. I want to have a simple mix of at-will, build-up/triggered, and resource limited, abilities that make it feel like you are moving and paying attention and thinking on your feet and reacting to what’s going on around you. Like you do in any 3D Legend of Zelda game I’ve played (Ocarina, Twilight Princess, BoTW, ToTK) or in any iteration of the Soul Caliber fighting games! Things like a “perfect guard” or “perfect parry” where you time your defense just right and use the attack to make an opening that you then exploit to seriously harm your opponent, or combo-attacks where your first attack sets up a bigger better attack if it lands, I also think that stuff like higher hit die could be Focus Regimens, as could more advanced tactical moves. The current setup is close to allowing this, it just needs less oomph at low levels to make room. [spoiler=current build alt monk] So some folks may know I’m building an alternate Monk class. Part of the challenge is to allow the existing subclasses to function with the new base class, but I will abandon that if I have to. The theme and identity of the class is the esoteric or mystical master-of-arms, trained in a tradition that uses mysterious symbology, possibly occultism, certainly Hermetic principles, but which is not overtly magical. Subclasses called Mysterious Orders or similar. The cultural specific stuff should mostly live in techniques and regimens. [B]Current Build: [/B] D10 hit die, Focus Dice start at level 1 with 2, and they’re d6. Proficiencies include light and medium armor and shields, all simple weapons, and 2 martial weapons of your choice. I’ve replaced ki with Focus, combined the points with martial arts dice into Focus Dice, and combined the basic ki features into the base level 1 features. [B]Patient Defense - [/B]Unarmored Defense is folded into this, as is Deflect Attacks. The bonus action focus ability allows you to reduce incoming damage by a number equal to your focus die, which is passive so it stacks with delfect attacks. Delfect attacks is just the at-will part, and works against all weapon attacks. Level 2 gets the riposte, and level 5 gets to deflect spell attacks and make a weapon attack in reply by spending 1 focus. [I]No Unarmored anything. You can choose to use wisdom in place of Dex when wearing armor, which makes strength builds easier to pull off. [/I] [B]Step of The Wind - [/B]Unarmored movement lives here, and I’m considering a choice here between a bonus to jump distance or the ability to ignore difficult terrain. Then the bonus action doubles speed or Disengages, and either triples jump distance or gives a climb speed, chosen when you use it. This way it’s super jump or super parkour. Level 5 gives an at-will charging attack ability and a focus spending upgrade to it, lets you do the charging attack as a reaction when you roll initiative. [B]Master-of-Arms - [/B]Your unarmed attacks deal damage equal to your focus die plus your strength or dexterity modifier, and as a bonus action you can make a single Focused Strike, which is an unarmed attack or a weapon attack, dealing damage equal to your focus die regardless. (No requirements to use the BA attack, you can just do it, regardless of your action that turn) [I]Flurry of Blows - [/I]You can spend 1 focus die when making an attack. Once per turn until the end of your next turn, when you make an attack, you can make 1 additional Focused Strike. (This is a serious damage upgrade, combined with the other changes. Enough so to make the class pretty scary without overtuning it IMO) Level 2 you gain Focus Techniques and Regimens. Techniques are special moves, and regimens are something you do during a rest that influences how the class plays until you replace it, basically like the Artificer’s infusions, including how m at you know and how many you can have active. Most higher level class features become either techniques or regimens. [B]Stunning Strikes[/B] [B]Training - [/B]You practice feeling the energy of another creature and disrupting or blocking it with a decisive strike. 1 focus, Save or daze +focus damage, save every turn, second failed save stuns, lasts until they save, or another creature uses an action to help them come to. If they take damage while stunned, they get an extra save, with a +2 bonus for every save made after the first in one round. Another level 5 regimen option would be Powerful Strikes Training, which allows you to spend focus when you hit to make it an especially deadly attack, basically smiting.[/spoiler] [B]Things Missing: [/B] Feels like a class that should get fighting styles. Maybe as Regimens? Being able to change your fighting style with a long rest would be wild. A telekinetic subclass, with ranged unarmed strikes. Some social stuff. Tool proficiencies for stuff like forging documents, disguises, writing, A Romantic [I]Chevalier [/I]with a mount. Robust stats for offhand weaponry like [I]Main gouche, buckler, knuckle knives, cloak, etc. [/I] Anyone see any glaring omissions? Got a better name than Kensei or Duelist? [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
(+) Duelist Gameplay Should Feel Like Playing Zelda or Soul Calibur (Abilities of The Master/Kensei/Diestro/Alt Monk)
Top