Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf 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 Nest
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!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
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
Community
General Tabletop Discussion
*Dungeons & Dragons
Explain your Modular Class Ideas
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="n00bdragon" data-source="post: 6048992" data-attributes="member: 6689371"><p>I have a great idea:</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>This does a couple things for modularity:</p><p>- It makes multiclassing a snap.</p><p>- It allows new content to easily fit into an existing framework.</p><p>- It makes it easy for other things to reference. You can reference a character's "level one power"</p><p></p><p>...</p><p></p><p>Oops, I said a naughty word there didn't I?</p></blockquote><p></p>
[QUOTE="n00bdragon, post: 6048992, member: 6689371"] 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? [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Explain your Modular Class Ideas
Top