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Interest In A More Esoteric 5e?
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<blockquote data-quote="doctorbadwolf" data-source="post: 8478464" data-attributes="member: 6704184"><p>yeah the captain has a lot of room to grow, and one of my inspirations is how I run leader type enemies, where they use legendary actions to allow their whole team to move and do something. </p><p></p><p>Techniques would vary by class, but I don’t want to repeat 5e exhausting list of little abilities, necessarily. Not sure yet where the balance is, there. </p><p> </p><p>The assassin is strongly influenced by both 4e Assassins, and a key ability would be “Lethal” which lets you knock a target to 0 when your attack drops them to HP equal to or less than your assassin level. </p><p> </p><p></p><p></p><p>For sure. Mechanically, I’m still seeing the Presence aura I proposed in the Marshal thread, and a couple basic gambits, and then some strong rest based “rituals”, and some kind of strong “lead the charge” type ability. </p><p> </p><p>One thing I like the idea of is the “War Sage” archetype, who is a scholar and poet, and has cool downtime research stuff with benefits when adventuring, and eventually gets a library and a couple scholars to do research for them. </p><p></p><p>An alternate artificer would be nice. I’m not sure I have a strong handle on what the Truenamer would do round-to-round but I’d be happy to help design it if you’ve got a solid pitch. Oracle and Geomancer are very sensible ideas. </p><p></p><p>Swordmage, Swordsage, Mystic, there’s a lot of ways to go. </p><p></p><p>Martial Practices, yeah. Anything from a hidden bivouac to a meditation ritual that enhances the reflexes or senses, etc. </p><p> </p><p> I wonder what we can do to let magic and techniques be a little more…malleable?</p></blockquote><p></p>
[QUOTE="doctorbadwolf, post: 8478464, member: 6704184"] yeah the captain has a lot of room to grow, and one of my inspirations is how I run leader type enemies, where they use legendary actions to allow their whole team to move and do something. Techniques would vary by class, but I don’t want to repeat 5e exhausting list of little abilities, necessarily. Not sure yet where the balance is, there. The assassin is strongly influenced by both 4e Assassins, and a key ability would be “Lethal” which lets you knock a target to 0 when your attack drops them to HP equal to or less than your assassin level. For sure. Mechanically, I’m still seeing the Presence aura I proposed in the Marshal thread, and a couple basic gambits, and then some strong rest based “rituals”, and some kind of strong “lead the charge” type ability. One thing I like the idea of is the “War Sage” archetype, who is a scholar and poet, and has cool downtime research stuff with benefits when adventuring, and eventually gets a library and a couple scholars to do research for them. An alternate artificer would be nice. I’m not sure I have a strong handle on what the Truenamer would do round-to-round but I’d be happy to help design it if you’ve got a solid pitch. Oracle and Geomancer are very sensible ideas. Swordmage, Swordsage, Mystic, there’s a lot of ways to go. Martial Practices, yeah. Anything from a hidden bivouac to a meditation ritual that enhances the reflexes or senses, etc. I wonder what we can do to let magic and techniques be a little more…malleable? [/QUOTE]
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