HotFL2 ??

mkill

Adventurer
One of the interesting design decisions of the Essentials Series is that each class writeup leaves obvious space for extensions. Cleric domains and Wizard Schools are the obvious candidates, but there is more.

Let's start with the Cleric. Obviously, we'll see more domains after Storm and Sun. Just open Divine Power, or a 3rd ed PHB, and you'll see a long list of other possibilities. As a big fan of hidden/thievery-themed clerics, I'm definitely waiting for the Trickery domain. Death, Fire, Freedom, Justice, Love, Luck, Magic, Sea and Winter are other classics. I like how each domain has a strong impact that creates unique clerics. I never liked generic clerics, the choice of deity should make a noticeable difference.
But I also want to see a new subclass, call it the Peacepriest *snark*. Uses holy symbols, robes instead of heavy armor, Wis bonus to AC instead of Dex/Int, strong focus on healing and control rather than damage. Of course, this subclass would share domains with the Warpriest.

As for the Fighter, a subclass that's in the air is the Commander. As the Essentials version of the Warlord, its role is leader. The difficult part is to recreate the Warlord in the framework of the Essentials Fighter, which means no attack powers, but stances and static bonuses (and maybe an aura). It could, for example, have a "leader aura" that gives adjacent allies a static +2 bonus to attacks, and a number of stances that add other bonuses like +2 to saves, +2 to all NADs, or +Cha to damage. As a bonus, it could have the ability to choose Warlord (utility) powers and feats.
Instead of Power Strike, the Commander can grant another PC an MBA with big bonuses as an Encounter power.

The Rogue could also get a new subclass with a new role. The Swashbuckler is a Defender, which inherits the Defender Aura from the Knight and Weapon Finesse and movement tricks from the rogue. It's a light-armored, highly mobile class. Mobility tricks include "switch places with an adjacent ally and shift 2 squares before or after", "move half speed and grant adjacent allies +2 to AC UEOYNT", "move half speed, take half damage from burst and area attacks UEOYNT", "make a save and shift 1 square". To fit with the Rogue theme, he could get +1d6 damage on his Defender punishment attack if he has CA.

As for the Mage, we're obviously waiting for the other classic schools of magic, Transmutation, Abjuration, Conjuration, Necromancy and Divination. Transmutation, Conjuration and Necromancy simply need an ability list and some attributed spells. Abjuration and Divination are more difficult, as they lack obvious attack potential. I could imagine that this specialist would have a strong Defender secondary role, or even an ability similar to Aegis of Shielding. It could also have an at-will like Lightning Pillar that creates a defensive barrier. Divination could be leader secondary, including spells similar to Commander's Strike that allow an ally to make an attack with a bonus.

The other question is how and when we'll see these extensions. It could be that we'll see more books under the "Essentials" moniker, but that could be counterproductive. First of all, it creates the confusion again that Essentials wanted to avoid, which is that new players don't know which products they need and which they can pass at the start. It also goes against the "10 products and back to the main line" promise. And, if it is an Essentials product, it would need all the newbie introduction text again.

The more likely scenario is that we'll see a "main line" product that will introduce new subclasses in a similar fashion to the Essentials series, and either require it or "reintroduce" some of its concepts.
 
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Oh, I have noticed. Heroes of Shadow is the next essentially product for players, but my guess is that if the products do well, we will see more.

Maybe in Dragon? And an essentials channel in the CB?
 

Some decent ideas here. I'd like to see these sorts of things as Dragon articles.

I can see a diviner being more a leader, but I'm also all for more non-damaging control.
 

Let's start with the Cleric. Obviously, we'll see more domains after Storm and Sun. Just open Divine Power, or a 3rd ed PHB, and you'll see a long list of other possibilities. As a big fan of hidden/thievery-themed clerics, I'm definitely waiting for the Trickery domain. Death, Fire, Freedom, Justice, Love, Luck, Magic, Sea and Winter are other classics. I like how each domain has a strong impact that creates unique clerics.
Yeah, I'm looking foward to the other domains as well.

But I also want to see a new subclass, call it the Peacepriest *snark*. Uses holy symbols, robes instead of heavy armor, Wis bonus to AC instead of Dex/Int, strong focus on healing and control rather than damage. Of course, this subclass would share domains with the Warpriest.
I could also see a lightly armored cleric that uses a less war-like domain (Love or something) but has greater healing power.

As for the Fighter, a subclass that's in the air is the Commander. As the Essentials version of the Warlord, its role is leader.
Yeah, that would be cool. I think the battlefront warlord from MP2 is a good foundation for a fighter with a leader build. I think it would be neat if it mostly buffed attacks and moved allies into position - sure, it would have a few heals, but not like how the cleric or current warlord does it.

The Rogue could also get a new subclass with a new role. The Swashbuckler is a Defender, which inherits the Defender Aura from the Knight and Weapon Finesse and movement tricks from the rogue.
A defender rogue would be neat, although I'm not sure it's going to happen. I'd go with a "duelist," using his offhand weapon to parry attacks and being able to move quickly across the battle field.

As for the Mage, we're obviously waiting for the other classic schools of magic, Transmutation, Abjuration, Conjuration, Necromancy and Divination. Transmutation, Conjuration and Necromancy simply need an ability list and some attributed spells. Abjuration and Divination are more difficult, as they lack obvious attack potential.
I could see Abjuration or Divination mages as having leader roles, with dashes of defender or controller. Divination could grant bonuses to defenses or attacks, immediate interrupt shifts, and so on, all explained as the mage applying his foreknowledge of the triggering event. Abjurers might also bestow defense bonuses, but they'd also grant damage resistance and other protective features.

The other question is how and when we'll see these extensions. It could be that we'll see more books under the "Essentials" moniker, but that could be counterproductive.
I think they'll be in the Player's Option books.

With the potential for leader builds for fighters and wizards, I'd be interested in seeing leaders that have reduced or no actual healing capability. One way is to have damage reducing abilities - no healing is done, but PCs can last a little longer, about the same as they would if they were actually healed. Another way is to grant attack buffs - again, no healing is done, but PCs kill the monsters more quickly, so the hit points they have at the end of a fight is about the same as if they had an actual healing leader around.
 

I'd keep all Mage schools as Controller. The leader abilities for the Diviner would only be secondary. It doesn't fit the concept for them to get hp healing.

The Commander, on the other hand, could be primary role leader. his healing feature could give temp hp to represent "fighting spirit".
 

I think a lot of it is likely to show up in Dragon. Maybe this time around they'll get smart and just preview the new stuff there for 6 months and then put it in an Options book. Sure would save a lot of pain and agony with errata to printed material.
 

I'd keep all Mage schools as Controller. The leader abilities for the Diviner would only be secondary. It doesn't fit the concept for them to get hp healing.

The Commander, on the other hand, could be primary role leader. his healing feature could give temp hp to represent "fighting spirit".

Yeah, I always thought the Warlord should do temporary hit points as well. It would have made them more different than a cleric lite. (In the healing department)
 

I don't think we'll see more "Essentials" products.

We might (probably will and already are) see more stuff in dragon/dungeon. We will probably see future releases for the game as a whole using the design style.

But I doubt we'll see anything with the "essentials" tag on it based on what they said the idea behind essentials is. These are the products a store needs to carry to carry the D&D line. If you add too many new books it becomes too demanding.
 

I'd keep all Mage schools as Controller. The leader abilities for the Diviner would only be secondary. It doesn't fit the concept for them to get hp healing.
Even if diviners or abjurers were Leaders, I wouldn't want them to do hp healing, either. But I think it would be interesting to have leader (sub)classes that don't actually heal hps. That is, they would have no equivalent of Healing Word. Obviously, they would have to give out enough buff and debuffs to keep up.

In the case of diviners, they could grant shifts, defense bonuses, or attack bonuses all fluffed as magically acquired foreknowledge. In the case of abjurers, they might grant damage resistance, protective barriers, and other defensive buffs. But neither one would actually have a minor action healing ability like the cleric or warlord.

The Commander, on the other hand, could be primary role leader. his healing feature could give temp hp to represent "fighting spirit".
Yeah, that would be cool.
 

As for the Fighter, a subclass that's in the air is the Commander. As the Essentials version of the Warlord, its role is leader. The difficult part is to recreate the Warlord in the framework of the Essentials Fighter, which means no attack powers, but stances and static bonuses (and maybe an aura). It could, for example, have a "leader aura" that gives adjacent allies a static +2 bonus to attacks, and a number of stances that add other bonuses like +2 to saves, +2 to all NADs, or +Cha to damage. As a bonus, it could have the ability to choose Warlord (utility) powers and feats.
Instead of Power Strike, the Commander can grant another PC an MBA with big bonuses as an Encounter power.

This brings up an interesting point, was there ever a WotC rule that a class have a single role (Defender, Striker, Leader, Controller). If so, this has led to a lot of class clutter in 4E.

With Essentials, this paradigm is obviously gone (Fighter Striker and Druid Leader). I wonder if we'll see an end to the sheer number of classes in favor of "off-role" sub-classes. Psionic-Warrior could easily replace both Battlemind and Ardent. Wizard schools could replace Sorcerer and Artificer.
 

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