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Homebrew Super Simple Class: The Prodigy
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<blockquote data-quote="jmartkdr2" data-source="post: 8641583" data-attributes="member: 7017304"><p>I'm going to second [USER=18]@Ruin Explorer[/USER] explorer and say a pet class will actually attract newbies better than a "simple" class. Pets can be complicated, (two whole stat blocks) but they also eat up all of your power budget and design space so there's no need to add much else. You get a cool pet and either weapon proficiency or magical zap. You need to make two attacks per turn, but each half of the character has only one main option so that's not too hard - just pick your target. </p><p></p><p>Note that if you don't use monster stat blocks, pets aren't hard to manage. Look at how 13th Age or PF2 handles them. </p><p></p><p>I would say a feature for getting clever with your attacks would be good, because I see a lot of new players who don't want to do basic attacks but also don't want to parse a list of pre-defined special attacks. They want to do something creative in the moment. A feature that says "if you use the environment, you get bonus damage dice" would probably help.</p><p></p><p>As for the actual prodigy class - because of all that, I'm not really sure who it's for. It's balanced enough that if a player wanted to use it I'd certainly let them. I would also want to see a magical zap -based option.</p></blockquote><p></p>
[QUOTE="jmartkdr2, post: 8641583, member: 7017304"] I'm going to second [USER=18]@Ruin Explorer[/USER] explorer and say a pet class will actually attract newbies better than a "simple" class. Pets can be complicated, (two whole stat blocks) but they also eat up all of your power budget and design space so there's no need to add much else. You get a cool pet and either weapon proficiency or magical zap. You need to make two attacks per turn, but each half of the character has only one main option so that's not too hard - just pick your target. Note that if you don't use monster stat blocks, pets aren't hard to manage. Look at how 13th Age or PF2 handles them. I would say a feature for getting clever with your attacks would be good, because I see a lot of new players who don't want to do basic attacks but also don't want to parse a list of pre-defined special attacks. They want to do something creative in the moment. A feature that says "if you use the environment, you get bonus damage dice" would probably help. As for the actual prodigy class - because of all that, I'm not really sure who it's for. It's balanced enough that if a player wanted to use it I'd certainly let them. I would also want to see a magical zap -based option. [/QUOTE]
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Homebrew Super Simple Class: The Prodigy
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