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<blockquote data-quote="Hillsy7" data-source="post: 7187077" data-attributes="member: 6689191"><p>I've only done 2 homebrews - full classes, because, well, you get to build entire mechanics!</p><p></p><p>First one was for a Homebrew Magepunk setting. It's had various names but currently lives under the title of <a href="http://homebrewery.naturalcrit.com/share/SJL-zqT8l" target="_blank">The Arcanist</a>. It's half melee Ranger, half Tactical Fighter, and is probably closest conceptually to a Barbarian. Think "Magic Ghost Swordsman" and you're sort of there. It was explicitly intended as a STR/INT build, so I've done some fun stuff with decoupling AC from Dex which took about 40 revisions to get working....I think it's different. There's 2 subclasses: One focuses on Melee damage and becoming more Ghost-y, the other focuses on versatility and is more Ranged combat & magic focused (sort of like if the Artificer was a Marine Soldier). While levelling, I tried to leave the core mechanic alone and add more roleplay and fluff options, so the essence of the class (being able to turn into a Magical Ghost) was thematically more applicable.</p><p></p><p>Second one I did was a vanity project. I loved the Warden from Lord of the Rings Online - The gambit system was so fresh and interesting, and a Tank the tanked via regeneration was really clever as a concept. So I kinda did my own rebuild of that and called it <a href="http://homebrewery.naturalcrit.com/share/Bkg1boQW-" target="_blank">The Warden</a> for want of a better name. The Core mechanic there is almost identical to the LOTRO Warden: Make different attacks, build a Combo, Initiate Combo, rinse repeat....I also deliberately hung it on a Wizard Chassis, but buffed shield usage for higher AC from STR and added in Self-Heal options so, at a push, The Warden can switch from Focusing on Damage to being more of a Defender (occupying monsters) while recovering. Level progression is almost entirely built around building better Combos, or Roleplay options. The 3 Subclasses focus on Melee attacks, Combo Attacks, or Healing/Protecting allies.</p><p></p><p>I've only really managed to get one Arcanist on the table, and that's quite RP heavy, so not really seen how capable it is in a straight dungeon crawl. But I think they are fun concepts and mechanics (obviously I would, we all love our ugly children) - just a shame its so hard to get feedback.</p></blockquote><p></p>
[QUOTE="Hillsy7, post: 7187077, member: 6689191"] I've only done 2 homebrews - full classes, because, well, you get to build entire mechanics! First one was for a Homebrew Magepunk setting. It's had various names but currently lives under the title of [URL="http://homebrewery.naturalcrit.com/share/SJL-zqT8l"]The Arcanist[/URL]. It's half melee Ranger, half Tactical Fighter, and is probably closest conceptually to a Barbarian. Think "Magic Ghost Swordsman" and you're sort of there. It was explicitly intended as a STR/INT build, so I've done some fun stuff with decoupling AC from Dex which took about 40 revisions to get working....I think it's different. There's 2 subclasses: One focuses on Melee damage and becoming more Ghost-y, the other focuses on versatility and is more Ranged combat & magic focused (sort of like if the Artificer was a Marine Soldier). While levelling, I tried to leave the core mechanic alone and add more roleplay and fluff options, so the essence of the class (being able to turn into a Magical Ghost) was thematically more applicable. Second one I did was a vanity project. I loved the Warden from Lord of the Rings Online - The gambit system was so fresh and interesting, and a Tank the tanked via regeneration was really clever as a concept. So I kinda did my own rebuild of that and called it [URL="http://homebrewery.naturalcrit.com/share/Bkg1boQW-"]The Warden[/URL] for want of a better name. The Core mechanic there is almost identical to the LOTRO Warden: Make different attacks, build a Combo, Initiate Combo, rinse repeat....I also deliberately hung it on a Wizard Chassis, but buffed shield usage for higher AC from STR and added in Self-Heal options so, at a push, The Warden can switch from Focusing on Damage to being more of a Defender (occupying monsters) while recovering. Level progression is almost entirely built around building better Combos, or Roleplay options. The 3 Subclasses focus on Melee attacks, Combo Attacks, or Healing/Protecting allies. I've only really managed to get one Arcanist on the table, and that's quite RP heavy, so not really seen how capable it is in a straight dungeon crawl. But I think they are fun concepts and mechanics (obviously I would, we all love our ugly children) - just a shame its so hard to get feedback. [/QUOTE]
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