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Interest In A More Esoteric 5e?
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<blockquote data-quote="doctorbadwolf" data-source="post: 8478556" data-attributes="member: 6704184"><p>About Downtime and non-combat features. </p><p></p><p>One thing I'd like to do with this project is to give each of these classes more features that speak to a specific identity. The Archer is the only one whose identity lives primarily in the subclass, the rest get their core ID in the core class and subclasses expand, specialize, or diversify that ID. </p><p></p><p>I would like to figure out features that allow the character to gain followers and a sanctum or stronghold based on their class flavor. For Captain this is easy, and I've already talked about giving a Warsage Captain a Library and scholarly subordinates, but I want to expand on the idea for other concepts. </p><p></p><p>So, in PHB 5e, the classes are, IMO, best seen as a collection of mechanics with suggested character concepts. </p><p></p><p>In this project (needs a name), I'd like these alternative classes to have more mechanics that speak to their concept. So, if I were making a Paladin for this, they would gain a squire, a religious follower, or a chronicler or minstrel to tell their story, and would have the ability to build and staff a keep or a temple. In all of that would rest the ability to found and build a Holy Order, or to promote one to greater prominence, etc. </p><p></p><p>What would these do? Well, they'd perform Downtime tasks for you, help you in out of combat challenges, help you prepare for battle and other challenges, and provide story hooks and avenues for rewards that aren't "treasure in a dungeon" based. </p><p></p><p>What would helping you prepare for battle look like? Well, in the TTRPG I'm writing (why do I work on so many things...) you can make preparations before a conflict, and gain advantages in that conflict as a result. In a 5e context, that might mean researching a monster's weaknesses, training in a martial technique that counters a deadly maneuver the enemy is famous for, getting information for you to use against a rival in a social challenge, or otherwise helping you have what you need when you need it. A Binder's apprentice might prepare rituals for their master so that you need only go home and activate the ritual as an action, when it would normally take hours. A Swordmage's student might spend months carving the sigils and gather the materials to create a new enchantment of your design for your bonded weapon, so that it is simply the work of an afternoon, for you. </p><p></p><p>Meanwhile, your sanctum might simply make such tasks take less time or cost less gold, or allow you to do things you'd normally need to find a space for, right in your home. They might also serve as places for messages to be left for you, for supplies to be gathered, and for enterprises to be run from. You might even be able to leverage your resources to have a cadre of archers with you when you go up against a wyvern. If you're reckless with their lives, you'll lose them and have trouble replacing them. If you take care of them, word of your honor will spread. </p><p></p><p>Or you could largely ignore it and just have a home. </p><p></p><p></p><p>The other element I think will add to the game is the dynamic of being able to learn things in play. So, each class should only get a few moves automatically from leveling, and be effective with just those, and be able to gain more by going out into the world and seeking out masters and old books and foreign schools. </p><p></p><p></p><p>I think such a dynamic also begs for a setting that has a few different things for adventuring types to go out into the world and seek out. </p><p></p><p>One idea I have for that is a Great Hunt, wherein a horn has been sounded and heroes and fools have gone out into the world seeking the great weapons and other treasures of history in order to arm themselves for whatever is coming, signalled by the Horn. Alternatively, or maybe additionally, there are Great Beasts rising across the world. Maybe some of them require ancient treasures to be defeated (can't kill Ganon without the Master Sword). </p><p></p><p>Another would be similar, but instead of a great hunt you've got ancient living dragon temples waking across the world, corrupted by some dark power, and few folk have the power and courage to face them. </p><p></p><p>But it's a world in which adventurers aren't uncommon.</p></blockquote><p></p>
[QUOTE="doctorbadwolf, post: 8478556, member: 6704184"] About Downtime and non-combat features. One thing I'd like to do with this project is to give each of these classes more features that speak to a specific identity. The Archer is the only one whose identity lives primarily in the subclass, the rest get their core ID in the core class and subclasses expand, specialize, or diversify that ID. I would like to figure out features that allow the character to gain followers and a sanctum or stronghold based on their class flavor. For Captain this is easy, and I've already talked about giving a Warsage Captain a Library and scholarly subordinates, but I want to expand on the idea for other concepts. So, in PHB 5e, the classes are, IMO, best seen as a collection of mechanics with suggested character concepts. In this project (needs a name), I'd like these alternative classes to have more mechanics that speak to their concept. So, if I were making a Paladin for this, they would gain a squire, a religious follower, or a chronicler or minstrel to tell their story, and would have the ability to build and staff a keep or a temple. In all of that would rest the ability to found and build a Holy Order, or to promote one to greater prominence, etc. What would these do? Well, they'd perform Downtime tasks for you, help you in out of combat challenges, help you prepare for battle and other challenges, and provide story hooks and avenues for rewards that aren't "treasure in a dungeon" based. What would helping you prepare for battle look like? Well, in the TTRPG I'm writing (why do I work on so many things...) you can make preparations before a conflict, and gain advantages in that conflict as a result. In a 5e context, that might mean researching a monster's weaknesses, training in a martial technique that counters a deadly maneuver the enemy is famous for, getting information for you to use against a rival in a social challenge, or otherwise helping you have what you need when you need it. A Binder's apprentice might prepare rituals for their master so that you need only go home and activate the ritual as an action, when it would normally take hours. A Swordmage's student might spend months carving the sigils and gather the materials to create a new enchantment of your design for your bonded weapon, so that it is simply the work of an afternoon, for you. Meanwhile, your sanctum might simply make such tasks take less time or cost less gold, or allow you to do things you'd normally need to find a space for, right in your home. They might also serve as places for messages to be left for you, for supplies to be gathered, and for enterprises to be run from. You might even be able to leverage your resources to have a cadre of archers with you when you go up against a wyvern. If you're reckless with their lives, you'll lose them and have trouble replacing them. If you take care of them, word of your honor will spread. Or you could largely ignore it and just have a home. The other element I think will add to the game is the dynamic of being able to learn things in play. So, each class should only get a few moves automatically from leveling, and be effective with just those, and be able to gain more by going out into the world and seeking out masters and old books and foreign schools. I think such a dynamic also begs for a setting that has a few different things for adventuring types to go out into the world and seek out. One idea I have for that is a Great Hunt, wherein a horn has been sounded and heroes and fools have gone out into the world seeking the great weapons and other treasures of history in order to arm themselves for whatever is coming, signalled by the Horn. Alternatively, or maybe additionally, there are Great Beasts rising across the world. Maybe some of them require ancient treasures to be defeated (can't kill Ganon without the Master Sword). Another would be similar, but instead of a great hunt you've got ancient living dragon temples waking across the world, corrupted by some dark power, and few folk have the power and courage to face them. But it's a world in which adventurers aren't uncommon. [/QUOTE]
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