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My plans for a 4E revamp
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<blockquote data-quote="Xeviat" data-source="post: 7924203" data-attributes="member: 57494"><p>Class redesign ideas</p><p></p><p>Each class is going to be redesigned with an eye to each class having a different play style and likely their own mechanic.</p><p></p><p>I'm really liking the idea of using the traditional 9 spell levels. For the primary spellcasters, their daily spells will eventually then into encounter spells as they level up and learn new dailies. A 20th level character, for instance, may have encounter spells drawn from 2, 3, 4, and 5th level spells, while their 6, 7, 8, and 9th level spells are daily.</p><p></p><p>Here's my initial thoughts.</p><p></p><p>Barbarian: rage offers a toggle to switch from primary role (determined by subclass) into a wild striker.</p><p>*At-will powers: weapon attacks</p><p>*Encounter power: Rage</p><p>*Daily powers: likely tied to subclass.</p><p>*Roles: I can easily imagine a leader (like a barbarian warlord), striker (berserker), or defender roles; potentially even a melee controller with sweeping attacks and literally hamstringing people to impose conditions.</p><p></p><p>Bard: bardic inspiration is used for enhancing allies or hindering foes.</p><p>*At-will powers: weapon attacks or cantrips</p><p>*Encounter powers: songs/inspirations</p><p>*Daily powers: spells (drawn from multiple lists, with some enhancement to make up for them having access to lower level spells as a half-caster).</p><p>*Roles: bards could easily be designed to be any role.</p><p></p><p>Cleric: sort of a baseline spellcaster, but their channel divinity kind of could work out to being a multiclassing lite (war clerics play with some fighter stuff, for instance).</p><p>At-will: cantrips</p><p>Encounter and Daily: spells</p><p></p><p>Druid: wildshape could be used to dynamically switch roles. Forms could be striker or defender and each have their own at-will and encounter powers (expending spells to use their encounter powers).</p><p>At-will: cantrips</p><p>Encounter/Daily: spells</p><p></p><p>Fighter: the fighter is the baseline warrior; I've been playing with having their role be dynamic with their equipment, but I'm not entirely sure that would be workable (it works for non-leader roles, but I don't know what leader equipment would be).</p><p>At-will: weapon attacks</p><p>Encounter: action Surge? Weapon specialization attacks (different features depending on the weapon you use)?</p><p>Daily: drawn from subclass (Eldritch knight gets wizard encounter spells that they can cast alongside basic weapon attacks, like the Bladesinger design from late 4E).</p><p></p><p>Monk: I actually really liked the 4E monk design, and would like to keep the move/action design somewhat, making the balancing of those two actions into their style.</p><p>At-will: weapon attacks</p><p>Encounter: techniques</p><p>Daily: subclass dependent</p><p></p><p>Paladin: the divine challenge ability is their primary playstyle defining ability, making the paladin want to focus on one on one fights; the riders on the challenge will be different for subclass/role.</p><p>At-will: weapon attacks</p><p>Encounter: smites</p><p>Daily: cleric spells plus basic attack (the half-caster/gosh design)</p><p></p><p>Ranger: I'm strongly considering having all rangers use a pet, so managing two units is their playstyle. The nature of the pet helps determine role, like a beefy pet could be a defender and a swift pet could be a striker. Could have something small, like a hawk, allow for a build where the pet isn't a targetable creature but can be used to gain benefits against a foe.</p><p>At-will: weapon attacks</p><p>Encounter: companion coordination</p><p>Daily: druid spells plus basic attack</p><p></p><p>Rogue: rogues focus on attacking opportune targets, and use their skills to create those opportunities; might even design them to play with a set-up/attack back and forth, spending a round setting up and then a round attacking.</p><p>At-will: skill tricks (actions abilities that add benefits to the next basic attack)</p><p>Encounter: backstab</p><p>Daily: tied to subclass</p><p></p><p>Sorcerer: I start to struggle with the arcane casters. I think the sorcerer's playstyle should be more power focused than spell focused, making the sorcerer more of a half-caster that gains other supernatural abilities tied to their bloodline. This way, the sorcerer's playstyle would be kind of playing like a monster.</p><p></p><p>Warlock: curse would be their defining feature, but I think they might work best as a half caster.</p><p></p><p>Wizard: the main spellcaster. They'd follow the at-will, encounter, daily structure with extra abilities from their subclass. A summoner could be a defender, while an abjurer could be a leader, for instance.</p></blockquote><p></p>
[QUOTE="Xeviat, post: 7924203, member: 57494"] Class redesign ideas Each class is going to be redesigned with an eye to each class having a different play style and likely their own mechanic. I'm really liking the idea of using the traditional 9 spell levels. For the primary spellcasters, their daily spells will eventually then into encounter spells as they level up and learn new dailies. A 20th level character, for instance, may have encounter spells drawn from 2, 3, 4, and 5th level spells, while their 6, 7, 8, and 9th level spells are daily. Here's my initial thoughts. Barbarian: rage offers a toggle to switch from primary role (determined by subclass) into a wild striker. *At-will powers: weapon attacks *Encounter power: Rage *Daily powers: likely tied to subclass. *Roles: I can easily imagine a leader (like a barbarian warlord), striker (berserker), or defender roles; potentially even a melee controller with sweeping attacks and literally hamstringing people to impose conditions. Bard: bardic inspiration is used for enhancing allies or hindering foes. *At-will powers: weapon attacks or cantrips *Encounter powers: songs/inspirations *Daily powers: spells (drawn from multiple lists, with some enhancement to make up for them having access to lower level spells as a half-caster). *Roles: bards could easily be designed to be any role. Cleric: sort of a baseline spellcaster, but their channel divinity kind of could work out to being a multiclassing lite (war clerics play with some fighter stuff, for instance). At-will: cantrips Encounter and Daily: spells Druid: wildshape could be used to dynamically switch roles. Forms could be striker or defender and each have their own at-will and encounter powers (expending spells to use their encounter powers). At-will: cantrips Encounter/Daily: spells Fighter: the fighter is the baseline warrior; I've been playing with having their role be dynamic with their equipment, but I'm not entirely sure that would be workable (it works for non-leader roles, but I don't know what leader equipment would be). At-will: weapon attacks Encounter: action Surge? Weapon specialization attacks (different features depending on the weapon you use)? Daily: drawn from subclass (Eldritch knight gets wizard encounter spells that they can cast alongside basic weapon attacks, like the Bladesinger design from late 4E). Monk: I actually really liked the 4E monk design, and would like to keep the move/action design somewhat, making the balancing of those two actions into their style. At-will: weapon attacks Encounter: techniques Daily: subclass dependent Paladin: the divine challenge ability is their primary playstyle defining ability, making the paladin want to focus on one on one fights; the riders on the challenge will be different for subclass/role. At-will: weapon attacks Encounter: smites Daily: cleric spells plus basic attack (the half-caster/gosh design) Ranger: I'm strongly considering having all rangers use a pet, so managing two units is their playstyle. The nature of the pet helps determine role, like a beefy pet could be a defender and a swift pet could be a striker. Could have something small, like a hawk, allow for a build where the pet isn't a targetable creature but can be used to gain benefits against a foe. At-will: weapon attacks Encounter: companion coordination Daily: druid spells plus basic attack Rogue: rogues focus on attacking opportune targets, and use their skills to create those opportunities; might even design them to play with a set-up/attack back and forth, spending a round setting up and then a round attacking. At-will: skill tricks (actions abilities that add benefits to the next basic attack) Encounter: backstab Daily: tied to subclass Sorcerer: I start to struggle with the arcane casters. I think the sorcerer's playstyle should be more power focused than spell focused, making the sorcerer more of a half-caster that gains other supernatural abilities tied to their bloodline. This way, the sorcerer's playstyle would be kind of playing like a monster. Warlock: curse would be their defining feature, but I think they might work best as a half caster. Wizard: the main spellcaster. They'd follow the at-will, encounter, daily structure with extra abilities from their subclass. A summoner could be a defender, while an abjurer could be a leader, for instance. [/QUOTE]
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