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General Tabletop Discussion
Level Up: Advanced 5th Edition (A5E)
Martial Artistry (3pp book in the works) Ideas and Concepts
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<blockquote data-quote="lichmaster" data-source="post: 9228975" data-attributes="member: 6683330"><p>Wow, lots of super interesting stuff here!!!</p><p>In general I'm not super fond of the idea of adding more classes, unless they explore a completely new aspect of the game (like psionics). I'd rather have archetypes than fully fledged classes, but that's me.</p><p></p><p>I'm all in for new combat traditions instead. There's a giant design space here that can be filled. Actually, I think some of the above mentioned classes could be represented quite well with existing classes and a new archetype that exploits new combat traditions (like a gun slinging tradition).</p><p></p><p>For what I understood this was the original plan, which was very cool for me. I'm all in for this!</p><p></p><p>This has potential but is also in a space with several alternatives, created over different periods, rulesets and crunchy-ness profile. I like the 3.5 version created (adopted) for War of the Burning Sky, which seems to blend the two ideas you're describing here. Maybe you can give a look to that to better differentiate your idea?</p><p></p><p>This is also interesting, albeit I'd prefer a system to generate weapons than an over growing list that may need maintenance (I think I found such a system, I'll post it in a separate thread). However guns are a minority, so probably this space deserves more options if one wants them to be a preponderant aspect of the game</p><p></p><p>This seems a different twist over the simple/martial/exotic simple system of 5e, and could be interesting.</p><p>I'm not sure I'd want specific weapons to be tied to (or benefiting mostly) specific classes, but at the same time reinforcing some concepts already baked in the class while allowing more versatility by sacrificing those additional benefits could be interesting.</p><p></p><p>I'm really curious to see what you'll come up with!</p><p></p><p>One thing I think could be cool is more nuanced proficiency with weapons: currently, characters being proficient in a weapon is a binary condition and the attack bonus is simply dictated by their level. One character that has just learned to use a new weapon will have the same baseline skill of another character that picked the same weapon at level 1. Sure, they may be able to play different tricks with that weapon due to class difference and combat tradition, but their basic level of weapon wielding would be identical (same weapon damage, weapon properties, attack bonus etc). What if instead there was a simple system that could show an improvement of even the baseline skill with the weapon, related on how long they have been using it?</p><p>Something like being able to use the weapon as if it had additional properties, tiered to their experience? This wouldn't overshadow class skills or combat traditions, but still give that bit of an edge (pun intended) to characters with greater mastery over a weapon, showing their superiority with even a simple unmodified attack</p></blockquote><p></p>
[QUOTE="lichmaster, post: 9228975, member: 6683330"] Wow, lots of super interesting stuff here!!! In general I'm not super fond of the idea of adding more classes, unless they explore a completely new aspect of the game (like psionics). I'd rather have archetypes than fully fledged classes, but that's me. I'm all in for new combat traditions instead. There's a giant design space here that can be filled. Actually, I think some of the above mentioned classes could be represented quite well with existing classes and a new archetype that exploits new combat traditions (like a gun slinging tradition). For what I understood this was the original plan, which was very cool for me. I'm all in for this! This has potential but is also in a space with several alternatives, created over different periods, rulesets and crunchy-ness profile. I like the 3.5 version created (adopted) for War of the Burning Sky, which seems to blend the two ideas you're describing here. Maybe you can give a look to that to better differentiate your idea? This is also interesting, albeit I'd prefer a system to generate weapons than an over growing list that may need maintenance (I think I found such a system, I'll post it in a separate thread). However guns are a minority, so probably this space deserves more options if one wants them to be a preponderant aspect of the game This seems a different twist over the simple/martial/exotic simple system of 5e, and could be interesting. I'm not sure I'd want specific weapons to be tied to (or benefiting mostly) specific classes, but at the same time reinforcing some concepts already baked in the class while allowing more versatility by sacrificing those additional benefits could be interesting. I'm really curious to see what you'll come up with! One thing I think could be cool is more nuanced proficiency with weapons: currently, characters being proficient in a weapon is a binary condition and the attack bonus is simply dictated by their level. One character that has just learned to use a new weapon will have the same baseline skill of another character that picked the same weapon at level 1. Sure, they may be able to play different tricks with that weapon due to class difference and combat tradition, but their basic level of weapon wielding would be identical (same weapon damage, weapon properties, attack bonus etc). What if instead there was a simple system that could show an improvement of even the baseline skill with the weapon, related on how long they have been using it? Something like being able to use the weapon as if it had additional properties, tiered to their experience? This wouldn't overshadow class skills or combat traditions, but still give that bit of an edge (pun intended) to characters with greater mastery over a weapon, showing their superiority with even a simple unmodified attack [/QUOTE]
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Martial Artistry (3pp book in the works) Ideas and Concepts
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