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How would YOU do "classless D&D"?
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<blockquote data-quote="Tales and Chronicles" data-source="post: 8665715" data-attributes="member: 6871653"><p>I'd do a mix of feats and items/equipment based progression. And I'd put extra features in Races and Background to carry the bulk of the mechanical side for the players. </p><p></p><p>So a Dwarf Acolyte might start with proficiency with axe, religion and stone cunning, and a access to a Magic Tradition.</p><p></p><p>Spells should be classified by Tradition (fire magic, tree magic, force magic, mind magic etc) and you gain better spells in the traditions you've unlocked based on your proficiency (and you spells effects are improved based on your proficiency, not because you ''upcast'' them''</p><p></p><p>Items could have special property mimicking class feature, like a Berserker's Axe giving you access to Rage or things like that. </p><p></p><p>Other features are transformed in feats that are tier-gated and may have some other prerequisites.</p></blockquote><p></p>
[QUOTE="Tales and Chronicles, post: 8665715, member: 6871653"] I'd do a mix of feats and items/equipment based progression. And I'd put extra features in Races and Background to carry the bulk of the mechanical side for the players. So a Dwarf Acolyte might start with proficiency with axe, religion and stone cunning, and a access to a Magic Tradition. Spells should be classified by Tradition (fire magic, tree magic, force magic, mind magic etc) and you gain better spells in the traditions you've unlocked based on your proficiency (and you spells effects are improved based on your proficiency, not because you ''upcast'' them'' Items could have special property mimicking class feature, like a Berserker's Axe giving you access to Rage or things like that. Other features are transformed in feats that are tier-gated and may have some other prerequisites. [/QUOTE]
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How would YOU do "classless D&D"?
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