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*Dungeons & Dragons
Mike Mearls sits down with Ben from Questing Beast
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<blockquote data-quote="Yaarel" data-source="post: 9599450" data-attributes="member: 58172"><p>No problem. Pick five or six classes that fit the tropes of the setting best. I assume, this means remove the fullcasters. So: Artificer, Barbarian, Fighter, Monk, Ranger, Paladin, and Rogue. That is seven. To decide which one or two to drop, I would go with the TV tropes, the fivesome band.</p><p></p><p>Maybe for flavor emphasis, something like:</p><p></p><p>Smart: Artificer</p><p>Heart: Paladin</p><p>Strong: Barbarian or Fighter</p><p>Rebel: Rogue</p><p>Jock (wellrounded): Monk or Ranger</p><p></p><p></p><p>Also. It is easy to have a "level 0" in 2024. Just use the background feat and skills, plus add say 8 hit points, simple weapons, and a choice of two: leather armor, shield, mage armor, two martial weapons, or a cantrip. No, class benefits yet. This helps tables that want to start off "fragile".</p><p></p><p></p><p>For each class, the setting designer picks the one subclass that works best. In other words, one choice is no choice. There are no (other) subclasses.</p><p></p><p></p><p>Feats are instead "slots" for magic items.</p><p></p><p></p><p>Slow down the rate of level advancement. In my games I do the following.</p><p>To get from level 1 to level 2, requires three standard encounters. Then to get to level 3 requires six standard encounters. And so on.</p><p></p><p>Levels 1-4: 3, 6, 9,</p><p>Levels 5-8: 12, 15, 15, 15</p><p>Levels 9-12: 12, 9, 9, 9</p><p>Levels 13+: 9 each level</p><p></p><p>I follow the standard 5e math, making a point to zoom thru low levels.</p><p></p><p>But tweak to taste. If your table likes low levels, then stretch out the number of encounters it takes to reach the next level. Eventually go "epic" at level 9 or whichever level. Meaning, one gains a feat at each new level instead of any class abilities.</p><p></p><p></p><p>Feats (including the feat that improves abilities) are instead "slots" to attune to a powerful magic item.</p><p></p><p></p><p>It takes almost no effort to do any of this. For a table, the DM needs to decide which options get into the setting, then use session zero to make sure all the players are aboard. The actual setting can be done on the fly. Start local, and fill out the map as players explore. Take notes to remember what was where.</p></blockquote><p></p>
[QUOTE="Yaarel, post: 9599450, member: 58172"] No problem. Pick five or six classes that fit the tropes of the setting best. I assume, this means remove the fullcasters. So: Artificer, Barbarian, Fighter, Monk, Ranger, Paladin, and Rogue. That is seven. To decide which one or two to drop, I would go with the TV tropes, the fivesome band. Maybe for flavor emphasis, something like: Smart: Artificer Heart: Paladin Strong: Barbarian or Fighter Rebel: Rogue Jock (wellrounded): Monk or Ranger Also. It is easy to have a "level 0" in 2024. Just use the background feat and skills, plus add say 8 hit points, simple weapons, and a choice of two: leather armor, shield, mage armor, two martial weapons, or a cantrip. No, class benefits yet. This helps tables that want to start off "fragile". For each class, the setting designer picks the one subclass that works best. In other words, one choice is no choice. There are no (other) subclasses. Feats are instead "slots" for magic items. Slow down the rate of level advancement. In my games I do the following. To get from level 1 to level 2, requires three standard encounters. Then to get to level 3 requires six standard encounters. And so on. Levels 1-4: 3, 6, 9, Levels 5-8: 12, 15, 15, 15 Levels 9-12: 12, 9, 9, 9 Levels 13+: 9 each level I follow the standard 5e math, making a point to zoom thru low levels. But tweak to taste. If your table likes low levels, then stretch out the number of encounters it takes to reach the next level. Eventually go "epic" at level 9 or whichever level. Meaning, one gains a feat at each new level instead of any class abilities. Feats (including the feat that improves abilities) are instead "slots" to attune to a powerful magic item. It takes almost no effort to do any of this. For a table, the DM needs to decide which options get into the setting, then use session zero to make sure all the players are aboard. The actual setting can be done on the fly. Start local, and fill out the map as players explore. Take notes to remember what was where. [/QUOTE]
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Mike Mearls sits down with Ben from Questing Beast
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