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How would YOU do "classless D&D"?
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<blockquote data-quote="CreamCloud0" data-source="post: 8665952" data-attributes="member: 7034710"><p>I think I’d go with a ‘feat-buy system’ but I wouldn’t have it completely <em>you can combine anything from anywhere</em> style, there would be some focus: separate all existing class abilities into their thematic groupings, martial, skilled, divine, arcane, nature, charisma, each group contains all the abilities vaguely in that area so martial would have both fighter second wind as well as barbarian rage and monk ki, nature has ranger favoured terrain and druid wildshape and plant/beast based spells, furthermore these abilities are divided up by tier, you need to of purchased a certain number of level 1 abilities before you can start picking level 2s and so many 2s before 3s and so on, there would be some prerequisite feats for others but mostly in the case of abilities that can additionally scale up (you need extra attack 1 before you’re able to buy EA2, or tier 0-3 magic before tier 4-6)</p><p></p><p>You get a number of abilities to pick per level/character creation to pick from a category to build their capabilities but some things are fundamental to a category to begin with but often have even better version to purchase(d10 hit die is standard for martial category but you can spend an ability point to make it a d12, you automatically start as a half caster in arcane, divine, nature and charisma but can upgrade to full caster with a point), picking from two categories is standard but specialising in only one lets you access higher level abilities sooner requiring you to buy less prerequisite lower tier abilities, branching into more than two categories gives you more versatility but you have to spread your points out more so you reach higher level abilities later</p><p></p><p>Edit: you could purchase abilities outside your specialties without fully investing in another category but they come at the cost of two ability points instead of one</p></blockquote><p></p>
[QUOTE="CreamCloud0, post: 8665952, member: 7034710"] I think I’d go with a ‘feat-buy system’ but I wouldn’t have it completely [I]you can combine anything from anywhere[/I] style, there would be some focus: separate all existing class abilities into their thematic groupings, martial, skilled, divine, arcane, nature, charisma, each group contains all the abilities vaguely in that area so martial would have both fighter second wind as well as barbarian rage and monk ki, nature has ranger favoured terrain and druid wildshape and plant/beast based spells, furthermore these abilities are divided up by tier, you need to of purchased a certain number of level 1 abilities before you can start picking level 2s and so many 2s before 3s and so on, there would be some prerequisite feats for others but mostly in the case of abilities that can additionally scale up (you need extra attack 1 before you’re able to buy EA2, or tier 0-3 magic before tier 4-6) You get a number of abilities to pick per level/character creation to pick from a category to build their capabilities but some things are fundamental to a category to begin with but often have even better version to purchase(d10 hit die is standard for martial category but you can spend an ability point to make it a d12, you automatically start as a half caster in arcane, divine, nature and charisma but can upgrade to full caster with a point), picking from two categories is standard but specialising in only one lets you access higher level abilities sooner requiring you to buy less prerequisite lower tier abilities, branching into more than two categories gives you more versatility but you have to spread your points out more so you reach higher level abilities later Edit: you could purchase abilities outside your specialties without fully investing in another category but they come at the cost of two ability points instead of one [/QUOTE]
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