I don't know, the French used it to great affect against Arthur and the gang.The bard concept has bugged me since 1e and has only gotten worse over time. I mean, singing insults to cause damage and/or make creatures attack poorly? 5e has my least favorite version of a class I've never liked.
I want a way bigger overhaul of the monk, I would like to fix the name but none really work that are not multiple words.Honestly, I'm fine with most of 5E in regards to classes. I wish they would bring back the NEXT Sorcerer in some way or format. And maybe one or two changes to the Monk in general. Like not two of their Ki abilities requiring the use of your Bonus Actions (Patient Defense and Step of the Wind.)
I can also probably agree that all Classes should be able to get their Subclass choice AT Level One.
And just dump the PHB Ranger for the Revised Ranger OR offer it as a Variant choice since the current Ranger Subclasses wouldn't be too compatible with the Revised Ranger now that I think about it.
Yesterday I had an idea to remove the whole ''use X ability as spellcasting stat for X class'' with a Magic Score and Mods (a 7th ability score, if you will) that you roll once you gain the spellcasting/pact magic trait. Like in SotDL. Maybe with an ''extra ASI'' feature for the full spellcasters since they have 1 extra stat to buff.
And all the high level necromancy spells? What if wizards had no spells but gained fireball as class ability? This game has an existing system for these sort of things, it is pointless to invent a parallel system that does the same thing.What if they got it as a class ability?
Honestly, I don't actually even care about the idea of necromancers as their own class. But my idea was, if you really want a class that emphasizes a specific school of magic--whether necromancy, illusion, or any of the others--the idea that the things that make that school interesting should be built into the class and not dependent on spells. Since let's face it, the typical player is going to take whatever spells they can get, no matter the school, unless the DM has houseruled it to make it harder for you to learn magic outside of your specialty. So there's a couple of possibilities here:And for all the high level necromancy spells? What if wizards had no spells but gained fireball as class ability? This game has an existing system for these sort of things, it is pointless to invent a parallel system that does the same thing.
This conversation seems to validate the idea that players are better at spotting when things are wrong or off-putting about design (i.e., the Necromancer) than they are with actually fixing the design problem.
it is more I have never heard of necromancer as a half caster as what would the other half be?
depends on the thematics as some are so hyper specialised that the whole game would have to be rebuilt to make the useable like a pyromancer other or so broad to be just magic which is so general it is a class, not a subclass.
I think artificer I think clockwork devices like even early on davinci gliders and robotics and even later things like mechanical birds and such inspired by the Elric Saga.
And all the high level necromancy spells? What if wizards had no spells but gained fireball as class ability? This game has an existing system for these sort of things, it is pointless to invent a parallel system that does the same thing.
Sounds like a great house-rule.I honestly wouldn't mind if the Eldritch Knight Subclass was allowed to switch out their two school of magics, Abjuration and Evocation, to two other schools of magic of their choice.
Sounds like a great house-rule.
I've house-ruled the EK several times over the years. Once to remove the school restrictions entirely, and let the EK choose any spells the player watns. Another time, I houseruled it to allow its spells to be chosen from the Bard class list (for a "songblade" flavored fighter), and most recently I've house-ruled it to let the player use spells on the Warlock class list. It works fine.
A generic name for a Monk is "Athlete", focusing on the prowress of the body. The classic D&D Monk becomes a subclass of Athlete, and most of its features relocate to the subclass, leaving the base class Athlete with more design space for other concepts.I want a way bigger overhaul of the monk, I would like to fix the name but none really work that are not multiple words.
Advanced 5e:Level Up went with Adept.A generic name for a Monk is "Athlete", focusing on the prowress of the body. The classic D&D Monk becomes a subclass of Athlete, and most of its features relocate to the subclass, leaving the base class Athlete with more design space for other concepts.
The Athlete can handle nonmagical subclasses (like brawler) and magical subclasses (like Avatar The Last Airbender). As well as various kinds of low armor skirmishers, mixed martial artists, fightsportists, and unarmed combatants. Even the magical and nonmagical Ranger could be Athlete subclasses.
The normal D&D Rogue makes a surprisingly historically accurate ninja. Perhaps an Athlete subclass can handle a mythologically accurate magical ninja whence Shadow Monk.
Hmmm Enchanter, Rune Smith, Clockwork EngineerFor me the quintessential Artificer is the magic item creator, especially the archetype of the Norse dvergar. Because the dvergar personified curses, their magic items could overcome obstacles in a way that those of others couldnt.
Yeah, I'm on board with this kind of view of the necromancer. I would say that I'd like to make such a necromancer get, for lack of a better word, weirder at higher levels rather than just have the base concept scale. Like a low level necromancer might be doing the standard grave digging, zombie raising type stuff, but a high level necromancer should be working more with souls than flesh, transplanting dead souls into new bodies (living or dead), creating gestalt beings from the scraps of multiple souls and at the highest levels even creating entirely new souls with varying results depending on what raw material they use to craft them. A high level necromancer should look nothing like a high level wizard, ability-wise.An Artificer who views undeath as a technology (similar to how a lich does) would traffic with both undead bodies and undead minds. The half casting of the Artificer makes sense for a specialist, and leaves design space to gain necromantic effects sooner, like an animated undead as the construct at level 1.