Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
Mearls: The core of D&D
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Crazy Jerome" data-source="post: 5616944" data-attributes="member: 54877"><p>Dragon Quest split the difference. Some of the things you bought were essentially skills based, including weapons and spells. However, the DQ "professions", like Merchant or Beastmaster were collections of abilities that got better with each "rank", and you couldn't pick and choose within a profession. If you got a rank in "Ranger", you got better at all the ranger stuff. The closest equivalent to a "Fighter" class was the "Military Specialist" profession, that was pretty critical for anyone that wanted to be a good warrior/leader. But strictly speaking, if you wanted to be great with a 2 handed sword and not otherwise be a great warrior, you could. Or you could be a cunning leader that wasn't personally that hot with his main weapon.</p><p> </p><p>A D&D designer that had the guts to do something that radical might get away with a similar idea, but he or she would need to be careful that "Fighter" and "Wizard" still meant something, after you took all the combat weapons and spells and put them into skills. (It would be easier with the Cleric, and trivial with the Rogue.) </p><p> </p><p>I actually think one of the earlier versions would be a better place to start with something like this, though, as much as I prefer the later versions when playing D&D right now. You need a system where "Fighters" can have followers, be parts of orders, have stongholds, etc. with <strong>some</strong> mechanics to go into this new "Fighter" class that isn't about being good with weapons anymore. Likewise, the "Wizard" class has to have some mechanics for rituals or lore or whatever you want to tie to it. See Dausuul's topic about a BECMI clone using some of the 4E design principles for an idea of how this might look.</p><p> </p><p>Of course, you could drop "Fighter" and "Wizard", rather than come up with something for them to do. But I think if you do that, you probably lost sight of the "I'm still D&D" border, whether you were still in up to that point or not. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p></blockquote><p></p>
[QUOTE="Crazy Jerome, post: 5616944, member: 54877"] Dragon Quest split the difference. Some of the things you bought were essentially skills based, including weapons and spells. However, the DQ "professions", like Merchant or Beastmaster were collections of abilities that got better with each "rank", and you couldn't pick and choose within a profession. If you got a rank in "Ranger", you got better at all the ranger stuff. The closest equivalent to a "Fighter" class was the "Military Specialist" profession, that was pretty critical for anyone that wanted to be a good warrior/leader. But strictly speaking, if you wanted to be great with a 2 handed sword and not otherwise be a great warrior, you could. Or you could be a cunning leader that wasn't personally that hot with his main weapon. A D&D designer that had the guts to do something that radical might get away with a similar idea, but he or she would need to be careful that "Fighter" and "Wizard" still meant something, after you took all the combat weapons and spells and put them into skills. (It would be easier with the Cleric, and trivial with the Rogue.) I actually think one of the earlier versions would be a better place to start with something like this, though, as much as I prefer the later versions when playing D&D right now. You need a system where "Fighters" can have followers, be parts of orders, have stongholds, etc. with [B]some[/B] mechanics to go into this new "Fighter" class that isn't about being good with weapons anymore. Likewise, the "Wizard" class has to have some mechanics for rituals or lore or whatever you want to tie to it. See Dausuul's topic about a BECMI clone using some of the 4E design principles for an idea of how this might look. Of course, you could drop "Fighter" and "Wizard", rather than come up with something for them to do. But I think if you do that, you probably lost sight of the "I'm still D&D" border, whether you were still in up to that point or not. :D [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Mearls: The core of D&D
Top