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House Rule Idea: Characters Gain New Backgrounds at Levels 5, 11, and 17
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<blockquote data-quote="BookTenTiger" data-source="post: 8346012" data-attributes="member: 6685541"><p>Here's an idea. I love the idea of character development in D&D, but in my experience, characters often grow more powerful, but don't see much change of personality or characteristics.</p><p></p><p>The DMG breaks play into four tiers:</p><p>Tier 1: Local Heroes (Levels 1 - 4)</p><p>Tier 2: Heroes of the Realm (Levels 5 - 10)</p><p>Tier 3: Masters of the Realm (Levels 11 - 16)</p><p>Tier 4: Masters of the World (Levels 17 - 20)</p><p></p><p>What if a character chose a new background each time they entered a new tier? In this way, a player could show how their character has been changing over the course of the campaign.</p><p></p><p>Here's how it might work.</p><p></p><p><strong>Character Pathways</strong></p><p>At levels 5, 11, and 17, choose a new <strong>background </strong>for your character. This background, called a <strong>pathway</strong>, does not replace your old background. Instead, it shows <strong>how your character has developed</strong> since their humble origins. When you choose a new background, you <strong>gain the background feature</strong>. You may also choose <strong>one new skill, tool, or language proficiency provided by the new background</strong>. Furthermore, you might want to <strong>replace a characteristic, ideal, bond, or flaw with one from the new background, </strong>or one of your own creation.</p><p></p><p>That would be the entire rule!</p><p></p><p>Here's an example:</p><p></p><p><strong>Tier 1: Local Heroes</strong></p><p>My character is a Dragonborn named Morovahn. He is a paladin who was raised in a temple to Bahamut. He has the <strong>Acolyte background</strong>. He chooses proficiencies and character traits based on the Acolyte Background. He gains the <strong>Shelter of the Faithful feature</strong>, which allows him and his group to receive free services and rest at temples of Bahamut. </p><p></p><p><em>Personality Trait: </em>I idolize a particular hero of my faith, and constantly refer to that person's deeds and example.</p><p><em>Ideal: </em>Faith. I trust that my deity will guide my actions. I have faith that if I work hard, things will go well.</p><p><em>Bond: </em>I will do anything to protect the temple where I was served.</p><p><em>Flaw: </em>I put too much trust in those who wield power within my temple's hierarchy.</p><p></p><p><strong>Tier 2: Heroes of the Realm</strong></p><p>By 5th Level, Morovahn has become a well-known storyteller in the towns the characters visit. Because of this, he chooses the <strong>Entertainer pathway</strong> for Tier 2. He chooses a <strong>proficiency in Performance</strong> and gains the <strong>Back By Popular Demand </strong>feature, allowing him to always find a place to perform, and a likeable reputation in town. Now Morovahn has a pathway of <strong>Acolyte to Entertainer</strong>.</p><p></p><p>He replaces his Ideal with:</p><p></p><p><em>Ideal: </em>People. I like seeing the smiles on people's faces when I perform. That's all that matters.</p><p></p><p><strong>Tier 3: Masters of the Realm</strong></p><p>By 11th Level, Morovahn has had a big character change! He has found out that his ancestry is not to Gold Dragons, but Red Dragons! Because of this, he has been cast out of the Temple of Bahamut (by the corrupt hierarchy of priests, of course) and has lost his title and mantle. He chooses the <strong>Urchin pathway </strong>for Tier 3. Morovahn chooses <strong>proficiency in Thieves' Tools</strong> and gains the <strong>City Secrets feature</strong>, allowing him to find pathways through busy city streets. Morovahn now has the pathway of <strong>Acolyte to Entertainer to Urchin</strong>.</p><p></p><p>He replaces his bond with:</p><p></p><p><em>Bond: </em>No one else should have to endure the hardships I've been through.</p><p></p><p><strong>Tier 4: Masters of the World</strong></p><p>By 17th Level, Morovahn has reclaimed his place in the Temple of Bahamut, defeating and exiling the corrupt leaders. With all that he has learned on his journey about the gods, he chooses the <strong>Sage pathway </strong>for Tier 4. He chooses <strong>proficiency in the Celestial language </strong>and gains the <strong>Researcher feature</strong>, allowing him to always know where he can find sources of knowledge. Morovahn now has the pathway of <strong>Acolyte to Entertainer to Urchin to Sage</strong>.</p><p></p><p>He replaces his Flaw with:</p><p></p><p><em>Flaw: </em>I speak without really thinking through my words, invariably insulting others.</p></blockquote><p></p>
[QUOTE="BookTenTiger, post: 8346012, member: 6685541"] Here's an idea. I love the idea of character development in D&D, but in my experience, characters often grow more powerful, but don't see much change of personality or characteristics. The DMG breaks play into four tiers: Tier 1: Local Heroes (Levels 1 - 4) Tier 2: Heroes of the Realm (Levels 5 - 10) Tier 3: Masters of the Realm (Levels 11 - 16) Tier 4: Masters of the World (Levels 17 - 20) What if a character chose a new background each time they entered a new tier? In this way, a player could show how their character has been changing over the course of the campaign. Here's how it might work. [B]Character Pathways[/B] At levels 5, 11, and 17, choose a new [B]background [/B]for your character. This background, called a [B]pathway[/B], does not replace your old background. Instead, it shows [B]how your character has developed[/B] since their humble origins. When you choose a new background, you [B]gain the background feature[/B]. You may also choose [B]one new skill, tool, or language proficiency provided by the new background[/B]. Furthermore, you might want to [B]replace a characteristic, ideal, bond, or flaw with one from the new background, [/B]or one of your own creation. That would be the entire rule! Here's an example: [B]Tier 1: Local Heroes[/B] My character is a Dragonborn named Morovahn. He is a paladin who was raised in a temple to Bahamut. He has the [B]Acolyte background[/B]. He chooses proficiencies and character traits based on the Acolyte Background. He gains the [B]Shelter of the Faithful feature[/B], which allows him and his group to receive free services and rest at temples of Bahamut. [I]Personality Trait: [/I]I idolize a particular hero of my faith, and constantly refer to that person's deeds and example. [I]Ideal: [/I]Faith. I trust that my deity will guide my actions. I have faith that if I work hard, things will go well. [I]Bond: [/I]I will do anything to protect the temple where I was served. [I]Flaw: [/I]I put too much trust in those who wield power within my temple's hierarchy. [B]Tier 2: Heroes of the Realm[/B] By 5th Level, Morovahn has become a well-known storyteller in the towns the characters visit. Because of this, he chooses the [B]Entertainer pathway[/B] for Tier 2. He chooses a [B]proficiency in Performance[/B] and gains the [B]Back By Popular Demand [/B]feature, allowing him to always find a place to perform, and a likeable reputation in town. Now Morovahn has a pathway of [B]Acolyte to Entertainer[/B]. He replaces his Ideal with: [I]Ideal: [/I]People. I like seeing the smiles on people's faces when I perform. That's all that matters. [B]Tier 3: Masters of the Realm[/B] By 11th Level, Morovahn has had a big character change! He has found out that his ancestry is not to Gold Dragons, but Red Dragons! Because of this, he has been cast out of the Temple of Bahamut (by the corrupt hierarchy of priests, of course) and has lost his title and mantle. He chooses the [B]Urchin pathway [/B]for Tier 3. Morovahn chooses [B]proficiency in Thieves' Tools[/B] and gains the [B]City Secrets feature[/B], allowing him to find pathways through busy city streets. Morovahn now has the pathway of [B]Acolyte to Entertainer to Urchin[/B]. He replaces his bond with: [I]Bond: [/I]No one else should have to endure the hardships I've been through. [B]Tier 4: Masters of the World[/B] By 17th Level, Morovahn has reclaimed his place in the Temple of Bahamut, defeating and exiling the corrupt leaders. With all that he has learned on his journey about the gods, he chooses the [B]Sage pathway [/B]for Tier 4. He chooses [B]proficiency in the Celestial language [/B]and gains the [B]Researcher feature[/B], allowing him to always know where he can find sources of knowledge. Morovahn now has the pathway of [B]Acolyte to Entertainer to Urchin to Sage[/B]. He replaces his Flaw with: [I]Flaw: [/I]I speak without really thinking through my words, invariably insulting others. [/QUOTE]
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House Rule Idea: Characters Gain New Backgrounds at Levels 5, 11, and 17
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