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General Tabletop Discussion
Level Up: Advanced 5th Edition (A5E)
Motif Classes: An alternative to Synergy Feats and Prestige Classes
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<blockquote data-quote="Steampunkette" data-source="post: 8728715" data-attributes="member: 6796468"><p><span style="font-size: 26px"><strong>Motif Classes</strong></span></p><p>Magical archers, shadow stepping thieves, and swift running spear masters all share a central conceit at the gaming table: They require the combination of multiple class concepts to flesh out in their entirety. In the past this has been handled by creating new whole classes devoted to the concept, or creating prestige classes that present the concept as a special reward you earn by following a strict leveling path through the first two tiers of play, and even by making a series or chain of feats which grant unique class-like abilities.</p><p> But sometimes your campaign won’t last that long and you know it going in. Most adventure paths start at level 1 and end around level 10-13. By the time you get your prestige class you’re already almost done playing that character, and you’ve had to split your effectiveness at the table across two separate concepts to qualify for the one you’ve been planning to play the entire time.</p><p> Meanwhile, making dozens of individual classes not only increases bloat, it also vastly increases the potential complexity of multiclassing into each of the different identities. This can result in wildly unintended consequences and interactions between class abilities.</p><p> This is where Motif Classes come in. Each motif class is designed to fulfill a specific narrative identity with certain mechanical support, much like a Prestige class. The difference is that you may start play as a motif class and eventually multiclass out of it later on. You may also treat a motif class as you might a prestige class, multiclassing into it at or before level 8.</p><p></p><p><span style="font-size: 18px"><strong>Creating a Motif Class Character</strong></span></p><p>There are only two rules to playing a motif class character.</p><ol> <li data-xf-list-type="ol">You can only choose one motif class per character.</li> <li data-xf-list-type="ol">Motif classes have no multiclass requirements of their own.</li> </ol><p><span style="font-size: 22px"><strong>Motifs</strong></span></p><p>Below is an example Motif Class. The Lancer. The Lancer's purpose is to blend some mechanics from Adept (Off-hand attacks, increased movement rate) with some aspects of Fighters (Weapon mastery, armor and shields) to create a character that uses spears and versatile weapons in a way that hearkens to grand charges and graceful leaps with social recognition appropriate to your talents and activities.</p><p></p><p></p><p>What do you think? Am I on to something, here, or just reinventing the wheel of Prestige Classes and Synergy Feats?</p></blockquote><p></p>
[QUOTE="Steampunkette, post: 8728715, member: 6796468"] [SIZE=7][B]Motif Classes[/B][/SIZE] Magical archers, shadow stepping thieves, and swift running spear masters all share a central conceit at the gaming table: They require the combination of multiple class concepts to flesh out in their entirety. In the past this has been handled by creating new whole classes devoted to the concept, or creating prestige classes that present the concept as a special reward you earn by following a strict leveling path through the first two tiers of play, and even by making a series or chain of feats which grant unique class-like abilities. But sometimes your campaign won’t last that long and you know it going in. Most adventure paths start at level 1 and end around level 10-13. By the time you get your prestige class you’re already almost done playing that character, and you’ve had to split your effectiveness at the table across two separate concepts to qualify for the one you’ve been planning to play the entire time. Meanwhile, making dozens of individual classes not only increases bloat, it also vastly increases the potential complexity of multiclassing into each of the different identities. This can result in wildly unintended consequences and interactions between class abilities. This is where Motif Classes come in. Each motif class is designed to fulfill a specific narrative identity with certain mechanical support, much like a Prestige class. The difference is that you may start play as a motif class and eventually multiclass out of it later on. You may also treat a motif class as you might a prestige class, multiclassing into it at or before level 8. [SIZE=5][B]Creating a Motif Class Character[/B][/SIZE] There are only two rules to playing a motif class character. [LIST=1] [*]You can only choose one motif class per character. [*]Motif classes have no multiclass requirements of their own. [/LIST] [SIZE=6][B]Motifs[/B][/SIZE] Below is an example Motif Class. The Lancer. The Lancer's purpose is to blend some mechanics from Adept (Off-hand attacks, increased movement rate) with some aspects of Fighters (Weapon mastery, armor and shields) to create a character that uses spears and versatile weapons in a way that hearkens to grand charges and graceful leaps with social recognition appropriate to your talents and activities. What do you think? Am I on to something, here, or just reinventing the wheel of Prestige Classes and Synergy Feats? [/QUOTE]
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Motif Classes: An alternative to Synergy Feats and Prestige Classes
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