Ferghis
First Post
A lot of good ideas and discussion in this thread. I can't xp all of them due to a need to spread love.
My main concern is to revitalize the other two pillars of the game. I agree with everyone that the math has to be flattened out and items made special. I also agree that there need to be fewer pointless classes and options. But what I would like is this:
1. Race defines your social pillar. Race is one of the most identifying characteristics, from a social perspective, so this makes a lot of sense to me. As you level up, more options are made available, and these NEVER compete with combat options.
2. Background defines your exploration pillar, since it defines what other skills you have learned from your experiences before adventuring. As you level up, more options are made available, and these NEVER compete with combat options.
3. Theme defines your subclass OR your multiclass. If you select the fighter class you gain the fighter's core benefits that we want all fighters to have (proficiencies, weapon specialization benefits, HP, surges, and so on), but selecting your theme defines the more specific ways in which you are a fighter: it can make you a defender or a slayer or a paladin or a swordmage or a ranger. Or, it can help you multiclass by picking up a subclass (and some of the specialized benefits of) of other classes. Themes, as much as possible, should fit into any class. So the cleric can pick the defender theme to become a melee cleric, or the wizard can pick the two-handed weapon theme to fight a balrog, or a thief can pick a slayer theme to become an assassin. In other words, you can either be really good at one thing (by picking a theme that wholly fits your class, like the fighter-defender) or you can dabble in two things (by picking a theme that is traditionally associated with another class, like the fighter-mage or swordmage). Although I like this idea a lot, I must admit that it would take a lot of work to make it work right.
My main concern is to revitalize the other two pillars of the game. I agree with everyone that the math has to be flattened out and items made special. I also agree that there need to be fewer pointless classes and options. But what I would like is this:
1. Race defines your social pillar. Race is one of the most identifying characteristics, from a social perspective, so this makes a lot of sense to me. As you level up, more options are made available, and these NEVER compete with combat options.
2. Background defines your exploration pillar, since it defines what other skills you have learned from your experiences before adventuring. As you level up, more options are made available, and these NEVER compete with combat options.
3. Theme defines your subclass OR your multiclass. If you select the fighter class you gain the fighter's core benefits that we want all fighters to have (proficiencies, weapon specialization benefits, HP, surges, and so on), but selecting your theme defines the more specific ways in which you are a fighter: it can make you a defender or a slayer or a paladin or a swordmage or a ranger. Or, it can help you multiclass by picking up a subclass (and some of the specialized benefits of) of other classes. Themes, as much as possible, should fit into any class. So the cleric can pick the defender theme to become a melee cleric, or the wizard can pick the two-handed weapon theme to fight a balrog, or a thief can pick a slayer theme to become an assassin. In other words, you can either be really good at one thing (by picking a theme that wholly fits your class, like the fighter-defender) or you can dabble in two things (by picking a theme that is traditionally associated with another class, like the fighter-mage or swordmage). Although I like this idea a lot, I must admit that it would take a lot of work to make it work right.
I like this mechanism a lot in other games. I love it for Amber Diceless RPG. But it won't provide a mechanic I can keep adding to with the different parts I discussed above. So I don't like it much for D&D.Upon seeing other systems, what I now want incorporated:
1. 13th Age style skill system, basically a set number of points to be invested in backgrounds ala "Torturer", "Thief", or "Blacksmith". Whenever a skill is needed that's pertinent to a character's background, they roll with the background modifier, or else a straight ability score. It increases with level. Why bother with meticulously-defined skills when you can have this? Granted, there is a modicum of DM fiat, but no more, I believe, than when DMs adjudicate whether or not certain skills can be used in skill challenges.