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<blockquote data-quote="DaedalusX51" data-source="post: 7101186" data-attributes="member: 96233"><p>So after hearing some common complaints about things in 5E (Fighters are a bit boring, Blade Pact Warlock armor issues, takes to long to feel like your character concept is complete, endgame is super easy and the CRs are out of whack, you don't have much game left to play when you get to 20, etc..), I came to the conclusion that I would try out a new idea.</p><p></p><p>In response to this I thought, "Hey self, what can we do to try to change these things, while leaving the rest of the system intact (Monsters, Treasure, Adventures, etc.)?" </p><p></p><p>This is what I've come up with so far.</p><p></p><p>Characters level from 1-10 at the current rate. </p><ul> <li data-xf-list-type="ul">The majority of class features that gave you interesting abilities, not necessarily just vertical power, were compressed into that 10 level span.</li> <li data-xf-list-type="ul">Level scaling stops at 10. So no more increases to HD, Spells, or Proficiency Bonuses.</li> <li data-xf-list-type="ul">For character power increases beyond level 10, magic items will fill in.</li> </ul><p></p><p>What does this accomplish?</p><ul> <li data-xf-list-type="ul">Gives players an "endgame" where they can use all of their abilities in search for better gear to fight continually escalating challenges.</li> <li data-xf-list-type="ul">Increases the difficulty of later game challenges by limiting full casters to 5th level spells unless they find magical items that grant them higher level spells.</li> </ul><p></p><p>Controversial issues?</p><ul> <li data-xf-list-type="ul">As part of this change, I decided to add a Basic D&D flair to it. Each class, besides the core four human classes, are now an example of a type of race. (Sorry Monk! I currently have no idea how to fit you in.)</li> <li data-xf-list-type="ul">I've changed a number of classes and features based on my own personal opinions.</li> <li data-xf-list-type="ul">By default Feats and Multi-Classing are not part of this system.</li> </ul><p></p><p>I would love any and all comments and criticisms.</p><p><a href="http://homebrewery.naturalcrit.com/share/HyHKd2fk-" target="_blank"></a></p><p><a href="http://homebrewery.naturalcrit.com/share/HyHKd2fk-" target="_blank">http://homebrewery.naturalcrit.com/share/HyHKd2fk-</a></p><p></p><p><span style="font-size: 15px"><strong>Update #3</strong></span></p><p><span style="font-size: 15px"><strong><span style="font-size: 10px">(5/9/2017)</span></strong></span></p><p></p><p><strong>Eldritch Knight</strong></p><p></p><ul> <li data-xf-list-type="ul">Reworked and renamed 1st level feature, Arcane Initiate, to Eldritch Initiate.</li> <li data-xf-list-type="ul">Added Arcane Sense at 1st level.</li> <li data-xf-list-type="ul">Reworked Knight of the Ward 3rd level feature, Arcane Ward.</li> <li data-xf-list-type="ul">Added Signature Spell at 7th level.</li> </ul><p><strong>Wizard</strong></p><p></p><ul> <li data-xf-list-type="ul">Reworked 5th level feature, Signature Spell, and moved to 7th level.</li> <li data-xf-list-type="ul">Added Arcane Recall at 5th level.</li> </ul><p><strong>Ranger</strong></p><p></p><ul> <li data-xf-list-type="ul">Removed Proficiency Bonus to Damage from Beast Conclave 3rd level feature, Companion's Bond.</li> <li data-xf-list-type="ul">Removed Beast Conclave 5th level feature, Coordinated Attack.</li> <li data-xf-list-type="ul">Added Extra Attack at 5th level.</li> </ul><p><strong>Sorcerer</strong></p><p></p><ul> <li data-xf-list-type="ul">Increased initial damage of Draconic Bloodline 1st level feature, Breath Weapon.</li> <li data-xf-list-type="ul">Reworked 10th level feature, Sorcerous Restoration.</li> </ul><p><strong>Monk</strong></p><p></p><ul> <li data-xf-list-type="ul">Increased number of ki points gained to 5 for 10th level feature, Perfect Soul.</li> </ul><p><strong>Fighter</strong></p><p></p><ul> <li data-xf-list-type="ul">Increased number of superiority dice gained to 3 for Battle Master 9th level feature, Relentless Superiority.</li> </ul><p></p><p><span style="font-size: 15px"><strong>Update #2</strong></span></p><p></p><p>Added the Githzerai "The Monk"</p><p><span style="font-size: 15px"><strong>Update #1</strong></span></p><p><span style="font-size: 15px"><strong></strong></span><strong></strong></p><p><strong>Fighter </strong>class has been updated to match the combat effectiveness of the <strong>Paladin</strong>.</p><p></p><ul> <li data-xf-list-type="ul">Reworked <strong>Combat Reflexes</strong>.<ul> <li data-xf-list-type="ul">Changed to Proficiency Bonus per round instead of 2.</li> </ul></li> <li data-xf-list-type="ul">Replaced <strong>Improved Combat Reflexes</strong> with <strong>Improved Extra Attack</strong>.<ul> <li data-xf-list-type="ul">Added an additional attack to match the <strong>Paladin</strong>'s 10th level feature.</li> </ul></li> </ul><p></p><p>The <strong>Battle Master</strong> archetype damage curve was reworked.</p><ul> <li data-xf-list-type="ul">Reworked <strong>Relentless Superiority</strong>.<ul> <li data-xf-list-type="ul">Removed dice size scaling to create a more standardized progression.</li> </ul></li> </ul><p></p><p>The <strong>Champion </strong>archetype has been updated to match the combat effectiveness of the <strong>Battle Master</strong>.</p><ul> <li data-xf-list-type="ul">Added<strong> Improved Weapon Mastery</strong> at 6th level.<ul> <li data-xf-list-type="ul">Increased the bonuses received to match with the effectiveness of the <strong>Battle Master'</strong>s additional dice at 6th level.</li> </ul></li> </ul></blockquote><p></p>
[QUOTE="DaedalusX51, post: 7101186, member: 96233"] So after hearing some common complaints about things in 5E (Fighters are a bit boring, Blade Pact Warlock armor issues, takes to long to feel like your character concept is complete, endgame is super easy and the CRs are out of whack, you don't have much game left to play when you get to 20, etc..), I came to the conclusion that I would try out a new idea. In response to this I thought, "Hey self, what can we do to try to change these things, while leaving the rest of the system intact (Monsters, Treasure, Adventures, etc.)?" This is what I've come up with so far. Characters level from 1-10 at the current rate. [LIST] [*]The majority of class features that gave you interesting abilities, not necessarily just vertical power, were compressed into that 10 level span. [*]Level scaling stops at 10. So no more increases to HD, Spells, or Proficiency Bonuses. [*]For character power increases beyond level 10, magic items will fill in. [/LIST] What does this accomplish? [LIST] [*]Gives players an "endgame" where they can use all of their abilities in search for better gear to fight continually escalating challenges. [*]Increases the difficulty of later game challenges by limiting full casters to 5th level spells unless they find magical items that grant them higher level spells. [/LIST] Controversial issues? [LIST] [*]As part of this change, I decided to add a Basic D&D flair to it. Each class, besides the core four human classes, are now an example of a type of race. (Sorry Monk! I currently have no idea how to fit you in.) [*]I've changed a number of classes and features based on my own personal opinions. [*]By default Feats and Multi-Classing are not part of this system. [/LIST] I would love any and all comments and criticisms. [URL="http://homebrewery.naturalcrit.com/share/HyHKd2fk-"] http://homebrewery.naturalcrit.com/share/HyHKd2fk-[/URL] [SIZE=4][B]Update #3 [SIZE=2](5/9/2017)[/SIZE][/B][/SIZE] [B]Eldritch Knight[/B] [LIST] [*]Reworked and renamed 1st level feature, Arcane Initiate, to Eldritch Initiate. [*]Added Arcane Sense at 1st level. [*]Reworked Knight of the Ward 3rd level feature, Arcane Ward. [*]Added Signature Spell at 7th level. [/LIST] [B]Wizard[/B] [LIST] [*]Reworked 5th level feature, Signature Spell, and moved to 7th level. [*]Added Arcane Recall at 5th level. [/LIST] [B]Ranger[/B] [LIST] [*]Removed Proficiency Bonus to Damage from Beast Conclave 3rd level feature, Companion's Bond. [*]Removed Beast Conclave 5th level feature, Coordinated Attack. [*]Added Extra Attack at 5th level. [/LIST] [B]Sorcerer[/B] [LIST] [*]Increased initial damage of Draconic Bloodline 1st level feature, Breath Weapon. [*]Reworked 10th level feature, Sorcerous Restoration. [/LIST] [B]Monk[/B] [LIST] [*]Increased number of ki points gained to 5 for 10th level feature, Perfect Soul. [/LIST] [B]Fighter[/B] [LIST] [*]Increased number of superiority dice gained to 3 for Battle Master 9th level feature, Relentless Superiority. [/LIST] [SIZE=4][B]Update #2[/B][/SIZE] Added the Githzerai "The Monk" [SIZE=4][B]Update #1 [/B][/SIZE][B] Fighter [/B]class has been updated to match the combat effectiveness of the [B]Paladin[/B]. [LIST] [*]Reworked [B]Combat Reflexes[/B]. [LIST] [*]Changed to Proficiency Bonus per round instead of 2. [/LIST] [*]Replaced [B]Improved Combat Reflexes[/B] with [B]Improved Extra Attack[/B]. [LIST] [*]Added an additional attack to match the [B]Paladin[/B]'s 10th level feature. [/LIST] [/LIST] The [B]Battle Master[/B] archetype damage curve was reworked. [LIST] [*]Reworked [B]Relentless Superiority[/B]. [LIST] [*]Removed dice size scaling to create a more standardized progression. [/LIST] [/LIST] The [B]Champion [/B]archetype has been updated to match the combat effectiveness of the [B]Battle Master[/B]. [LIST] [*]Added[B] Improved Weapon Mastery[/B] at 6th level. [LIST] [*]Increased the bonuses received to match with the effectiveness of the [B]Battle Master'[/B]s additional dice at 6th level. [/LIST] [/LIST] [/QUOTE]
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