n00bdragon
First Post
I have a great idea:
First off, let's standardize various effects that characters can do. Face in, maneuvers, spells. It's all the same thing. Your character has the ability to do X where X is a thing defined in a box. So just come up with a standard format for these things.
Second, lots of things that characters do skirt the line between magical and non-magical. What is a barbarian's rage or a monk's ki abilities? Just like divine and arcane magic have used the same box format for forty years without invading each other's design space too much lets add in the other stuff as well. Everything fits in the box and is distinguished primarily by the sorts of effects it can produce but also by some superficial keywords. It's arcane because it says "Arcane" at the top, etc.
Third, there's a problem with just allowing a player to pick these as they like. Some are obviously more powerful than others and should be reserved until higher levels. In the interest of modularity let's make sure that characters gain these things at the same rate at that those of the same level are roughly equal.
This does a couple things for modularity:
- It makes multiclassing a snap.
- It allows new content to easily fit into an existing framework.
- It makes it easy for other things to reference. You can reference a character's "level one power"
...
Oops, I said a naughty word there didn't I?
First off, let's standardize various effects that characters can do. Face in, maneuvers, spells. It's all the same thing. Your character has the ability to do X where X is a thing defined in a box. So just come up with a standard format for these things.
Second, lots of things that characters do skirt the line between magical and non-magical. What is a barbarian's rage or a monk's ki abilities? Just like divine and arcane magic have used the same box format for forty years without invading each other's design space too much lets add in the other stuff as well. Everything fits in the box and is distinguished primarily by the sorts of effects it can produce but also by some superficial keywords. It's arcane because it says "Arcane" at the top, etc.
Third, there's a problem with just allowing a player to pick these as they like. Some are obviously more powerful than others and should be reserved until higher levels. In the interest of modularity let's make sure that characters gain these things at the same rate at that those of the same level are roughly equal.
This does a couple things for modularity:
- It makes multiclassing a snap.
- It allows new content to easily fit into an existing framework.
- It makes it easy for other things to reference. You can reference a character's "level one power"
...
Oops, I said a naughty word there didn't I?