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How would YOU do "classless D&D"?
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<blockquote data-quote="jmartkdr2" data-source="post: 8666379" data-attributes="member: 7017304"><p>Not sure if this is how <em>I</em> would do it, but it's a way to do it: all advancement is through items. Basically, aside form ability scores (which would have smaller mods) everyone starts the same. (I'd even be stingy with races - either all human or just human/dwarf/maybe halfling. Nothing that needs rules to portray.) During your adventures, you find magic items.</p><p></p><p>Some you would use, which would grant both direct use (swing a magic sword, but with a bigger bonus than just your strength), as well as special actions (a flame tongue also lets you cast burning hands and wall of fire). Traditional spell-storing items are you you become a caster-type: a staff, wand or holy symbol (et al) would grant you numerous spells to choose from including cantrips in most cases. Some would just permanently change you: a potion of fire giant's strength doesn't wear off in an hour. Maybe a bath in dragon's blood makes you a dragonborn or half-dragon. </p><p></p><p>It's important to not give out simple items if you do this - Even magic armor needs active-use abilities. Items are no the only source of new toys to play with.</p><p></p><p>The downsides I can see with this type of setup would be the need to periodically remove items so you can have a steady influx of new stuff to use but not overwhelm the players, and some worldbuilding issues.</p><p></p><p>Edit to add: you would end up recreating a lot of classes conceptually through signature items, ie a paladin is now "someone attuned to a holy avenger." Bard = instrument of the bards, hexblade = blackrazor, druid = staff of the woodlands (sorta). So you aren't losing any concepts, but a character who decides to switch gear can end up playing very differently.</p></blockquote><p></p>
[QUOTE="jmartkdr2, post: 8666379, member: 7017304"] Not sure if this is how [I]I[/I] would do it, but it's a way to do it: all advancement is through items. Basically, aside form ability scores (which would have smaller mods) everyone starts the same. (I'd even be stingy with races - either all human or just human/dwarf/maybe halfling. Nothing that needs rules to portray.) During your adventures, you find magic items. Some you would use, which would grant both direct use (swing a magic sword, but with a bigger bonus than just your strength), as well as special actions (a flame tongue also lets you cast burning hands and wall of fire). Traditional spell-storing items are you you become a caster-type: a staff, wand or holy symbol (et al) would grant you numerous spells to choose from including cantrips in most cases. Some would just permanently change you: a potion of fire giant's strength doesn't wear off in an hour. Maybe a bath in dragon's blood makes you a dragonborn or half-dragon. It's important to not give out simple items if you do this - Even magic armor needs active-use abilities. Items are no the only source of new toys to play with. The downsides I can see with this type of setup would be the need to periodically remove items so you can have a steady influx of new stuff to use but not overwhelm the players, and some worldbuilding issues. Edit to add: you would end up recreating a lot of classes conceptually through signature items, ie a paladin is now "someone attuned to a holy avenger." Bard = instrument of the bards, hexblade = blackrazor, druid = staff of the woodlands (sorta). So you aren't losing any concepts, but a character who decides to switch gear can end up playing very differently. [/QUOTE]
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