Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Rocket your D&D 5E and Level Up: Advanced 5E games into space! Alpha Star Magazine Is Launching... Right Now!
Community
General Tabletop Discussion
*TTRPGs General
How would you prefer D&D class abilities to be handled?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="I'm A Banana" data-source="post: 4559323" data-attributes="member: 2067"><p>I said before that I kind of want it to be like magic items...here's what I meant by that:</p><p></p><p>Each ability you have should have a "slot."</p><p></p><p>Going back to my "noncombat roles" observation, there are basically four slots in any point-based resolution system: damage, make attacks better, heal, or make defenses better. </p><p></p><p>That's four slots.</p><p></p><p>Each class could fill those four slots, and use unique mehcanics to do each thing. Rogues damage with sneak attacks, make attacks better with disabling strikes, heal by inspiring with slick moves, and make defenses better by granting stealth. Fighters deal damage with melee attacks, make attacks better with taunts to the enemy, heal by gaining temporary hit points, and make defenses better by protecting their allies. Et cetra.</p><p></p><p>This makes some solid differences between the class abilities. A rogue doesn't play like a fighter, and they have different capabilities against different challenges. Those slots define how you interact in combat. </p><p></p><p>As you level up, you gain more options for these four slots, but these four abilities are always "equipped." So your fighter might gain a command that heals and also lets you make a free saving throw, but your rogue would gain a stylish stunt that could move you around after healing you. This would be kind of similar to the 4e powers system, but would be loyal to each "slot."</p><p></p><p>How 4e does magic items is that each item has a slot: waist items improve health, foot items improve mobility, etc. Each slot has a corresponding bonus that is narrow and flavorful. The different items you can equip in those slots are variations on that theme.</p><p></p><p>So my character has four abilities. He can customize those to a certain extent when he gains a level or spends a feat, but those four abilities are my character's core. </p><p></p><p>Everything else is gravy. </p><p></p><p>That's very rough, but that's kind of how I would envision an ideal D&D system. Unique, class-specific abilities that use different mechanics depending on the class, but also that are streamlined into a few over-reaching, defining characteristics so that you don't have this unwieldy deck of 10 different powers to use at any given moment.</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 4559323, member: 2067"] I said before that I kind of want it to be like magic items...here's what I meant by that: Each ability you have should have a "slot." Going back to my "noncombat roles" observation, there are basically four slots in any point-based resolution system: damage, make attacks better, heal, or make defenses better. That's four slots. Each class could fill those four slots, and use unique mehcanics to do each thing. Rogues damage with sneak attacks, make attacks better with disabling strikes, heal by inspiring with slick moves, and make defenses better by granting stealth. Fighters deal damage with melee attacks, make attacks better with taunts to the enemy, heal by gaining temporary hit points, and make defenses better by protecting their allies. Et cetra. This makes some solid differences between the class abilities. A rogue doesn't play like a fighter, and they have different capabilities against different challenges. Those slots define how you interact in combat. As you level up, you gain more options for these four slots, but these four abilities are always "equipped." So your fighter might gain a command that heals and also lets you make a free saving throw, but your rogue would gain a stylish stunt that could move you around after healing you. This would be kind of similar to the 4e powers system, but would be loyal to each "slot." How 4e does magic items is that each item has a slot: waist items improve health, foot items improve mobility, etc. Each slot has a corresponding bonus that is narrow and flavorful. The different items you can equip in those slots are variations on that theme. So my character has four abilities. He can customize those to a certain extent when he gains a level or spends a feat, but those four abilities are my character's core. Everything else is gravy. That's very rough, but that's kind of how I would envision an ideal D&D system. Unique, class-specific abilities that use different mechanics depending on the class, but also that are streamlined into a few over-reaching, defining characteristics so that you don't have this unwieldy deck of 10 different powers to use at any given moment. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
How would you prefer D&D class abilities to be handled?
Top