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Help Me Design This Class
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<blockquote data-quote="Guest 6801328" data-source="post: 7047128"><p>Oh jfc I just hit "refresh" instead of "new tab" and lost a long post. Gaaaaaaah. Ok, trying to piece together...</p><p></p><p>I work on class design a little differently than others. In a virtual sense, I write notes on index cards and then start rearranging them on the table. I also really like to understand the structure I'm putting things into. What's the pattern that the final result is going to fit? With that in mind, here's what I've been thinking about:</p><p></p><p>1) Class Name</p><p>I really like the name "Spiritwalker" but to me that feels like a sub-class not a base class. Base classes are all nouns that would be recognizable (as opposed to parseable) to a lay reader, even if the D&D connotation is different. Maybe "Paladin" isn't a common word, but it is a word that described a narrow category of people. (C.f. "<a href="https://www.amazon.com/Paladin-Brian-Garfield/dp/0553258745" target="_blank">The Paladin</a>").</p><p></p><p>Words that fit that requirement that I can think of are Shaman and Witch, and of the two I think Shaman is a bit more general. So for the purposes of this post I'm going to go with <strong>Shaman</strong>.</p><p></p><p>2) Subclasses</p><p>Each of these need to have a great name, a distinct and flavorful concept, and some distinguishing mechanics. Some attempts:</p><p></p><p><strong>Witch</strong> or maybe <strong>Crone</strong>: the fairy-tale witch.</p><p>Ideas for Mechanics:</p><p> - Emphasis on (or perhaps unique access to) enchantments and charms</p><p> - Familiar?</p><p> - Polymorph?</p><p> - "Chilling Cackle". Fill in the mechanical effect, but too much fun.</p><p> - Improved charms</p><p></p><p><strong>Spiritwalker</strong>: doesn't just communicate with spirits, but is partially able to step into their world</p><p>Ideas for Mechanics:</p><p> - "Spirit Walk": able to partially enter the spirit world, useful for scouting, divination, and maybe combat advantage</p><p> - Enhanced spirit companion?</p><p> - Capstone: completely enter spirit world, somewhat akin to becoming Ethereal</p><p> </p><p><strong>Witch-doctor</strong> or <strong>Medicine-man</strong>: spiritual leader of primitive tribe/group. Emphasis on healing and divination.</p><p> - Improved healing (spells and potions)</p><p> - Some kind of "see the future" abilities</p><p></p><p>3) Gifts</p><p>In general I like choices that add flavor/specialization to a class, but are available across sub-classes and to some extent distinguish unique flavors of that class. Fighting Style is an example, but my favorite is Warlock Pacts and Invocations for their breadth. The new ones in UA are great.</p><p></p><p>Since this is a 1/2 caster class, maybe there's room for a similar concept? I'll call them "Gifts" as a placeholder. What could some of the general categories of such Gifts be?</p><p> - Single-use "spells" (e.g. Polymorph, Scrying)</p><p> - Improved curses</p><p> - Improved potions</p><p> - Improved charms</p><p> - Improved spirit companion</p><p></p><p>This could be modeled either like Invocations (i.e. pick X of them, where X increases with level and you can change them when you level) or Pacts (i.e. pick one early in your career and never change it.)</p><p></p><p>Thoughts?</p><p></p><p>4) Sub-class Template</p><p>Most (all?) classes have sub-class abilities that fit a certain pattern. E.g., Cleric 1st level ability is some kind of self-preservation that at 6th can be applied to others, and 8th level ability increases damage. </p><p></p><p>What are some of the categories that Shaman sub-classes might have? My inclination would be to figure that out first, then figure out which levels they should appear at. Some ideas/examples:</p><p> - Self-preservation reaction</p><p> - Additional effect to placing a curse</p><p> - Additional/alternate effect to Soul Fury</p><p> - Additional kind(s) of potion that can be created</p><p> - Group buff (vaguely analogous to Paladin auras)</p><p> - Capstone: damage or incapacitation of enemies</p><p> - Capstone: summon a particular flavor of spirit (e.g. healing spirit, warrior spirit, trickster spirit...)</p><p></p><p></p><p>That's all for now. Need to do some work.</p></blockquote><p></p>
[QUOTE="Guest 6801328, post: 7047128"] Oh jfc I just hit "refresh" instead of "new tab" and lost a long post. Gaaaaaaah. Ok, trying to piece together... I work on class design a little differently than others. In a virtual sense, I write notes on index cards and then start rearranging them on the table. I also really like to understand the structure I'm putting things into. What's the pattern that the final result is going to fit? With that in mind, here's what I've been thinking about: 1) Class Name I really like the name "Spiritwalker" but to me that feels like a sub-class not a base class. Base classes are all nouns that would be recognizable (as opposed to parseable) to a lay reader, even if the D&D connotation is different. Maybe "Paladin" isn't a common word, but it is a word that described a narrow category of people. (C.f. "[URL="https://www.amazon.com/Paladin-Brian-Garfield/dp/0553258745"]The Paladin[/URL]"). Words that fit that requirement that I can think of are Shaman and Witch, and of the two I think Shaman is a bit more general. So for the purposes of this post I'm going to go with [B]Shaman[/B]. 2) Subclasses Each of these need to have a great name, a distinct and flavorful concept, and some distinguishing mechanics. Some attempts: [B]Witch[/B] or maybe [B]Crone[/B]: the fairy-tale witch. Ideas for Mechanics: - Emphasis on (or perhaps unique access to) enchantments and charms - Familiar? - Polymorph? - "Chilling Cackle". Fill in the mechanical effect, but too much fun. - Improved charms [B]Spiritwalker[/B]: doesn't just communicate with spirits, but is partially able to step into their world Ideas for Mechanics: - "Spirit Walk": able to partially enter the spirit world, useful for scouting, divination, and maybe combat advantage - Enhanced spirit companion? - Capstone: completely enter spirit world, somewhat akin to becoming Ethereal [B]Witch-doctor[/B] or [B]Medicine-man[/B]: spiritual leader of primitive tribe/group. Emphasis on healing and divination. - Improved healing (spells and potions) - Some kind of "see the future" abilities 3) Gifts In general I like choices that add flavor/specialization to a class, but are available across sub-classes and to some extent distinguish unique flavors of that class. Fighting Style is an example, but my favorite is Warlock Pacts and Invocations for their breadth. The new ones in UA are great. Since this is a 1/2 caster class, maybe there's room for a similar concept? I'll call them "Gifts" as a placeholder. What could some of the general categories of such Gifts be? - Single-use "spells" (e.g. Polymorph, Scrying) - Improved curses - Improved potions - Improved charms - Improved spirit companion This could be modeled either like Invocations (i.e. pick X of them, where X increases with level and you can change them when you level) or Pacts (i.e. pick one early in your career and never change it.) Thoughts? 4) Sub-class Template Most (all?) classes have sub-class abilities that fit a certain pattern. E.g., Cleric 1st level ability is some kind of self-preservation that at 6th can be applied to others, and 8th level ability increases damage. What are some of the categories that Shaman sub-classes might have? My inclination would be to figure that out first, then figure out which levels they should appear at. Some ideas/examples: - Self-preservation reaction - Additional effect to placing a curse - Additional/alternate effect to Soul Fury - Additional kind(s) of potion that can be created - Group buff (vaguely analogous to Paladin auras) - Capstone: damage or incapacitation of enemies - Capstone: summon a particular flavor of spirit (e.g. healing spirit, warrior spirit, trickster spirit...) That's all for now. Need to do some work. [/QUOTE]
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