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Innovations I'd like to keep in 5E
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<blockquote data-quote="WheresMyD20" data-source="post: 5887291" data-attributes="member: 60772"><p>The fighter is supposed to be a plain vanilla type of class. When you have to start giving it special stuff to keep up with everyone else, you end up not having a plain vanilla class anymore.</p><p></p><p></p><p></p><p>As far as "non-XP" games go, instead of giving the group an arbitrary level, give them an arbitrary XP total instead. All you have to do is just log one XP total for the whole group and add to it as you see fit. For example, at the beginning of a session, the party may have 50,000 XP. At the end of the session, you deem that what they accomplished is worth about 5,000 XP. You announce that the new XP total is 55,000 XP and if that bumps any character into the new level, then they can level up.</p><p></p><p></p><p></p><p>The classes are balanced on their own merits <u>at the same XP amount</u>.</p><p></p><p>The beauty in the system is that fighters can share the same attack chart and saving throw chart with paladins and rangers. You don't need to define three separate classes, just one class with two sub-classes. Paladins and rangers are built on top of the fighter class. They have some extra abilities and because of that, they take longer to master their craft.</p><p></p><p>If you wanted to add a new class like, for example, the warlord, you can just make him a sub-class of the fighter. He inherits all of the fighter's abilites automatically. You can just assign a few new special abilities, adjust the XP chart by +10%, +20%, or whatever sounds good, and go. You're done.</p></blockquote><p></p>
[QUOTE="WheresMyD20, post: 5887291, member: 60772"] The fighter is supposed to be a plain vanilla type of class. When you have to start giving it special stuff to keep up with everyone else, you end up not having a plain vanilla class anymore. As far as "non-XP" games go, instead of giving the group an arbitrary level, give them an arbitrary XP total instead. All you have to do is just log one XP total for the whole group and add to it as you see fit. For example, at the beginning of a session, the party may have 50,000 XP. At the end of the session, you deem that what they accomplished is worth about 5,000 XP. You announce that the new XP total is 55,000 XP and if that bumps any character into the new level, then they can level up. The classes are balanced on their own merits [U]at the same XP amount[/U]. The beauty in the system is that fighters can share the same attack chart and saving throw chart with paladins and rangers. You don't need to define three separate classes, just one class with two sub-classes. Paladins and rangers are built on top of the fighter class. They have some extra abilities and because of that, they take longer to master their craft. If you wanted to add a new class like, for example, the warlord, you can just make him a sub-class of the fighter. He inherits all of the fighter's abilites automatically. You can just assign a few new special abilities, adjust the XP chart by +10%, +20%, or whatever sounds good, and go. You're done. [/QUOTE]
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