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General Tabletop Discussion
*Dungeons & Dragons
[+] For (hypothetical) 6e: Which arcane caster class should be the "simple" one?
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<blockquote data-quote="doctorbadwolf" data-source="post: 9841202" data-attributes="member: 6704184"><p>Possibly, in which case I would love to better understand how you intend to use the term. </p><p></p><p>For my part, a simple class is one where the gameplay resembles the 5e fighter (assuming a simple subclass). </p><p></p><p>Good simple design features:</p><p></p><ul> <li data-xf-list-type="ul">A small number of individual moving parts </li> <li data-xf-list-type="ul">higher level features that lean on lower level features rather than adding new things</li> <li data-xf-list-type="ul">A fairly small number of choices during character creation and leveling up, or at the very least careful pacing of those choices so that the player isn't making very many choices at one time</li> <li data-xf-list-type="ul">At most a single feature that is complex to use in the moment, but preferable none. <ul> <li data-xf-list-type="ul">Complexity to use means that it requires active engagement with the mechanical specifics in order to use the feature, like having to read a spell description every time you use it. </li> </ul></li> </ul><p>Spells are inherently more complex than weapons, in dnd. This is why dnd almost never has simple spellcasting classes. </p><p></p><p>This is why my proposal involves taking things like damage types/elements, and schools of magic, and making them work like weapons and skills for that class, so that when the Blaster Caster wants to zap someone, they just make a spell attack, and it's always an attack never asking for a save, and their Ice Magic always does 1d6 plus modifier, and the target's speed is reduced by 10ft, just like using a weapon with teh Slow Weapon Mastery. </p><p></p><p>Then Schools of magic come in, you learn maybe 2 at level 1, and they work like a magic skill. Just a description of what you can do with them, and leverage the conversation of the game to actually use them. No spells. Spells only come in with subclasses or as your "fighting style". </p><p></p><p>So, </p><p></p><p></p><p>Mana Points. You start with a number equal to your class level plus your spellcasting modifier. Things cost roughly 1 point per spell level equivalent, with as simple guidelines as we can manage. The DMG spell point table is completely unacceptable for a simple caster class. If the player has to check the chart to see how much a thing costs rather than just going, "Oh it's a level 3 effect, so it costs 3 points", you have failed to make the class simple. Ideally, the table showing how many points a given effect costs can be designed to fit on a class cheat sheet that all classes have, that is like the little sidebar sheets for daggerheart. Honestly, costing more powerful effects is probably the most inherently and unavoidably complex aspect of the class, but i think that it can be kept to a table that takes half or less space than the class feature by level table. </p><p></p><p></p><p>Choose 2 Elemental Masteries. You can Ready any element because you are proficient in all of them, but you can use the Elemental Mastery Properties of a Readied Element that you have chosen to Master. Each element has a range, damage type, damage die, and a mastery property. Possibly 1 or 2 other properties, but unless we are going to make this just generally part of how magic works in place of attack cantrips, best to avoid making the player learn a bunch of properties rather than just the ones they have chosen to master. </p><p></p><p>Spend mana to add range, damage dice, or make it AoE. </p><p></p><p>Choose 1 or 2 School Proficiency. These are a little more complex to use in that they are like skills, but I think a good designer can make them have good descriptions that give the scope and usage of each school with general rules for what you can do when you spend Mana. </p><p></p><p>Choose a Spellcasting Style. This is the dial, other than subclass choice, for complexity. You can specialize in Implements, gain a spellbook, specialize in a damage type by ignoring resistance to it and adding spellcasting mod to damage against creatures that don't have any resistance to it normally, and some other options that help shape how the class plays. </p><p></p><p>Subclass. </p><p></p><p>Number of attacks scales like the fighter, with some subclasses giving ways to spend more than one attack to do a powerful thing. </p><p></p><p>At least one subclass would be like the Champion for the Fighter, just higher crit chance and extra spellcasting style and something like "spend 1 mana to add 1d6 to a skill check or attack roll" type thing.</p></blockquote><p></p>
[QUOTE="doctorbadwolf, post: 9841202, member: 6704184"] Possibly, in which case I would love to better understand how you intend to use the term. For my part, a simple class is one where the gameplay resembles the 5e fighter (assuming a simple subclass). Good simple design features: [LIST] [*]A small number of individual moving parts [*]higher level features that lean on lower level features rather than adding new things [*]A fairly small number of choices during character creation and leveling up, or at the very least careful pacing of those choices so that the player isn't making very many choices at one time [*]At most a single feature that is complex to use in the moment, but preferable none. [LIST] [*]Complexity to use means that it requires active engagement with the mechanical specifics in order to use the feature, like having to read a spell description every time you use it. [/LIST] [/LIST] Spells are inherently more complex than weapons, in dnd. This is why dnd almost never has simple spellcasting classes. This is why my proposal involves taking things like damage types/elements, and schools of magic, and making them work like weapons and skills for that class, so that when the Blaster Caster wants to zap someone, they just make a spell attack, and it's always an attack never asking for a save, and their Ice Magic always does 1d6 plus modifier, and the target's speed is reduced by 10ft, just like using a weapon with teh Slow Weapon Mastery. Then Schools of magic come in, you learn maybe 2 at level 1, and they work like a magic skill. Just a description of what you can do with them, and leverage the conversation of the game to actually use them. No spells. Spells only come in with subclasses or as your "fighting style". So, Mana Points. You start with a number equal to your class level plus your spellcasting modifier. Things cost roughly 1 point per spell level equivalent, with as simple guidelines as we can manage. The DMG spell point table is completely unacceptable for a simple caster class. If the player has to check the chart to see how much a thing costs rather than just going, "Oh it's a level 3 effect, so it costs 3 points", you have failed to make the class simple. Ideally, the table showing how many points a given effect costs can be designed to fit on a class cheat sheet that all classes have, that is like the little sidebar sheets for daggerheart. Honestly, costing more powerful effects is probably the most inherently and unavoidably complex aspect of the class, but i think that it can be kept to a table that takes half or less space than the class feature by level table. Choose 2 Elemental Masteries. You can Ready any element because you are proficient in all of them, but you can use the Elemental Mastery Properties of a Readied Element that you have chosen to Master. Each element has a range, damage type, damage die, and a mastery property. Possibly 1 or 2 other properties, but unless we are going to make this just generally part of how magic works in place of attack cantrips, best to avoid making the player learn a bunch of properties rather than just the ones they have chosen to master. Spend mana to add range, damage dice, or make it AoE. Choose 1 or 2 School Proficiency. These are a little more complex to use in that they are like skills, but I think a good designer can make them have good descriptions that give the scope and usage of each school with general rules for what you can do when you spend Mana. Choose a Spellcasting Style. This is the dial, other than subclass choice, for complexity. You can specialize in Implements, gain a spellbook, specialize in a damage type by ignoring resistance to it and adding spellcasting mod to damage against creatures that don't have any resistance to it normally, and some other options that help shape how the class plays. Subclass. Number of attacks scales like the fighter, with some subclasses giving ways to spend more than one attack to do a powerful thing. At least one subclass would be like the Champion for the Fighter, just higher crit chance and extra spellcasting style and something like "spend 1 mana to add 1d6 to a skill check or attack roll" type thing. [/QUOTE]
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[+] For (hypothetical) 6e: Which arcane caster class should be the "simple" one?
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