TwoSix
The Year of the TwoSix
From what I've read of RuneQuest, definitely similar, but RQ is a bit too specifically flavored for my needs.Sounds like RuneQuest.
From what I've read of RuneQuest, definitely similar, but RQ is a bit too specifically flavored for my needs.Sounds like RuneQuest.
Great! I am glad to hear it and happy I saved it.Ooh, I like that. Lock down some of those feats behind storyline discoveries, and add a robust crafting system, and I'm like 95% of the way to what I'm looking for.
I think there were more Setting generic variations on those rules, might be worth a look.From what I've read of RuneQuest, definitely similar, but RQ is a bit too specifically flavored for my needs.
Luckily there no prerequisites like there was in 3.x, so there's absolutelyt zero rules or mechanics reasons to do anyuthing you are talking about.Voted 1. 5E is too much. Perhaps not as written, but as actually used by players, it's way, way too detailed. Worrying about novel-length backstories and what feats they'll take by 20th level when making a 1st-level character with zero XP is the worst.
There are several steps to character creation. Some of which 5e does well and some it doesn't do at all.
- Individual pre-game character creation. 5e pre-game character creation is the best D&D has ever had; it's simple, layered (especially with subclasses) and the characters are expected to have some depth and flaws.
- Group creation and cohesion. 5e doesn't even try here to create a system of characters with pre-existing bonds or have that much synergy between the characters so they are encouraged to more than trivially work together
- Setting integration/development. With backgrounds 5e does the minimum that qualifies. Slightly more than the minimum thanks to specific abilities for the backgrounds - and not making having a background compete for resources with other things. But still very little.
- Character growth. This to me is where 5e really suffers. Once you've picked your subclass that generally lays your advancement out on rails with e.g. all Champion Fighters growing almost the same way, something which is especially strong for martial classes, divine spellcasters, and wizards (whose spells are equipment).
LOL those are the classes I dislike the most (with bards being a close third), but that doesn't surprise me given our differences in the past.It's part of why I favour warlocks and artificers over other 5e classes and is to me a significant failing in 5e.
I'm not @Neonchameleon, but I would wager it's the both of those classes have to make a lot of semi-permanent decisions around invocations/infusions at quite a few points during the leveling process, as well as having to pick spells known, not prepared. (Semi-permanent in the sense you can change one per level up, so they can be altered but pretty slowly.)So, what, precisely, do you find appealing about those classes for point 4, then??? (Honestly curious here.)
Except that the locked in class and level system of D&D massively inhibits non-linear character growth compared to other RPGs.This is a pretty good summary:
Points 1 and 3 were the ones I was more concerned with when I made the poll.
For points 2 and 4 I rely more on the players than the rule-set. Creative backstories and such will make a good start for point 2, and the whole process of the actual gameplay itself leads to point 4 IMO.
And that might be relevant - but given how rigid the character levelling process is in 5e it's like saying "if someone gets too hot they will faint and eventually die" to argue against turning the heat on in sub zero temperatures with bad insulation. Sure, it's a theoretical worry, but it's a very distant one from where 5e is.If a player focuses too much of their character's growth on their features they gain or can choose from for point 4, your character is really just a bunch of features and numbers on a sheet.
@TwoSix nailed it. With both classes you pick class abilities distinct to that class and two e.g. Infernal Warlocks can be and grow very differently thanks to different Pact Boons and Invocations rather than having all the same abilities because they picked the same subclass. Your spells are also a character defining choice and might have no overlap between two characters of the same subclass rather than their choice in spells being a matter of what they decided when they woke up that morning.LOL those are the classes I dislike the most (with bards being a close third), but that doesn't surprise me given our differences in the past.
So, what, precisely, do you find appealing about those classes for point 4, then??? (Honestly curious here.)

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.