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[+] On Building 5e Classes
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<blockquote data-quote="doctorbadwolf" data-source="post: 8261076" data-attributes="member: 6704184"><p>So, classes are big. 20 levels, multiple systems intersecting often in different ways from any other class, balance in terms of no class overshadowing another in play, but also balance in terms of people not looking at a class and calling it broken before they ever get it onto a character sheet. In addition to all that, it has to "pop", it has to help create "hell yeah!" moments for the character, it has to have multiple unique hooks, and it has to have a cohesive identity for it's subclasses and for most characters to hook onto and build from. </p><p></p><p>It's a lot. </p><p></p><p>But can it be made simpler, or at least less intimidating? Can we device a system by which a class and at least 1 subclass can be built, at least to level 12 let's say, in a day? A week? A few hours? </p><p></p><p>What would that process look like? Do we break down and separate things like;</p><ul> <li data-xf-list-type="ul"> 1/2 spellcasting</li> <li data-xf-list-type="ul">full spellcasting</li> <li data-xf-list-type="ul">half extra attack (all warriors except fighter)</li> <li data-xf-list-type="ul">full extra attack (fighter)</li> <li data-xf-list-type="ul">extra attack + a force multiplier</li> <li data-xf-list-type="ul"> Sneak Attack or "nova mechanic" (of which the game currently only has one, but I don't think there has to be only one)</li> <li data-xf-list-type="ul">Half Sneak Attack or "half nova power" (if the paladin had smite that didn't use a spell slot and either was usable X per day and increased dice or was 1/round at-will but only scaled at high level, it would be a half sneak attack ability)</li> <li data-xf-list-type="ul">expertise </li> <li data-xf-list-type="ul">2 skills</li> <li data-xf-list-type="ul">3 skills</li> <li data-xf-list-type="ul">4 skills</li> <li data-xf-list-type="ul">beefy armor and HD package</li> <li data-xf-list-type="ul">Whatever else needs to be an "item"</li> </ul><p></p><p>If so, can that be done more simply than the point system I've seen passed around online? Could a decent number of people agree on what goes into Major, Moderate, Minor, and Ribbon, fields, and a custom class gets XYZ number of each category? </p><p></p><p>What does this idea allow? </p><ul> <li data-xf-list-type="ul">Dual Class/Hybrid/Simpler Multiclass characters, whose class is just "Winter Knight of The Court of Mabd", and gains extra attack, a half nova ability, moderate defense package, and half casting. Or "Fey Master of the School of The Faerie Circle" which has half nova that resembles Sneak Attack and is limited by situationality rather than x/day, some expertise but not full expertise, light defenses with unarmored defense (Int) and solid light weapon proficiencies, half casting and ritual casting with a spell book, and a couple minor abilities that help it feel light on it's feet and hard to pin down, basically making Swashbuckler Rogue/Bladesinger Wizard into a class.</li> <li data-xf-list-type="ul">The player gets to build their class, with the DM. Because the balance of the options and the system is transparent to the player and DM, they can tweak the progression of abilities if it isn't quite doing what was desired.</li> <li data-xf-list-type="ul">Front loads the work of leveling in a classless system, while still being simpler than actual classless systems (ie, you choose x major, y moderate, z minor, and pepper with ribbons as appropriate but no more than 3 in one tier, and no ribbons in a tier following a 3 ribbon tier. If needed, 2 minors can be traded for 1 moderate, but that moderate should upgrade at a later level to make sure every level has something. that's the system. You look at the list of features in each category, there are notes on what each accomplishes and what narratives and play styles they lend themselves to, and you build your class.)</li> </ul><p></p><p>Any thoughts? Note, + thread. I'm fine with "I don't think I'd use it, but" replies, but not "this is a bad idea and you should stop" replies.</p></blockquote><p></p>
[QUOTE="doctorbadwolf, post: 8261076, member: 6704184"] So, classes are big. 20 levels, multiple systems intersecting often in different ways from any other class, balance in terms of no class overshadowing another in play, but also balance in terms of people not looking at a class and calling it broken before they ever get it onto a character sheet. In addition to all that, it has to "pop", it has to help create "hell yeah!" moments for the character, it has to have multiple unique hooks, and it has to have a cohesive identity for it's subclasses and for most characters to hook onto and build from. It's a lot. But can it be made simpler, or at least less intimidating? Can we device a system by which a class and at least 1 subclass can be built, at least to level 12 let's say, in a day? A week? A few hours? What would that process look like? Do we break down and separate things like; [LIST] [*] 1/2 spellcasting [*]full spellcasting [*]half extra attack (all warriors except fighter) [*]full extra attack (fighter) [*]extra attack + a force multiplier [*] Sneak Attack or "nova mechanic" (of which the game currently only has one, but I don't think there has to be only one) [*]Half Sneak Attack or "half nova power" (if the paladin had smite that didn't use a spell slot and either was usable X per day and increased dice or was 1/round at-will but only scaled at high level, it would be a half sneak attack ability) [*]expertise [*]2 skills [*]3 skills [*]4 skills [*]beefy armor and HD package [*]Whatever else needs to be an "item" [/LIST] If so, can that be done more simply than the point system I've seen passed around online? Could a decent number of people agree on what goes into Major, Moderate, Minor, and Ribbon, fields, and a custom class gets XYZ number of each category? What does this idea allow? [LIST] [*]Dual Class/Hybrid/Simpler Multiclass characters, whose class is just "Winter Knight of The Court of Mabd", and gains extra attack, a half nova ability, moderate defense package, and half casting. Or "Fey Master of the School of The Faerie Circle" which has half nova that resembles Sneak Attack and is limited by situationality rather than x/day, some expertise but not full expertise, light defenses with unarmored defense (Int) and solid light weapon proficiencies, half casting and ritual casting with a spell book, and a couple minor abilities that help it feel light on it's feet and hard to pin down, basically making Swashbuckler Rogue/Bladesinger Wizard into a class. [*]The player gets to build their class, with the DM. Because the balance of the options and the system is transparent to the player and DM, they can tweak the progression of abilities if it isn't quite doing what was desired. [*]Front loads the work of leveling in a classless system, while still being simpler than actual classless systems (ie, you choose x major, y moderate, z minor, and pepper with ribbons as appropriate but no more than 3 in one tier, and no ribbons in a tier following a 3 ribbon tier. If needed, 2 minors can be traded for 1 moderate, but that moderate should upgrade at a later level to make sure every level has something. that's the system. You look at the list of features in each category, there are notes on what each accomplishes and what narratives and play styles they lend themselves to, and you build your class.) [/LIST] Any thoughts? Note, + thread. I'm fine with "I don't think I'd use it, but" replies, but not "this is a bad idea and you should stop" replies. [/QUOTE]
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