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PEACH: Homebrew Fighter sub-class
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<blockquote data-quote="clearstream" data-source="post: 7835605" data-attributes="member: 71699"><p>The success of a class comes down to a few core elements, so at this point I believe what you have is over-designed. The idea of connecting a fighting style to a skill proficiency feels like a unique angle, so perhaps that is your core element. If so, it needs to be working perfectly.</p><p></p><p>To playtest and refine efficiently, I would suggest leaving everything past tier-2 as just a design-sketch, and paring fighting styles down to the ones you feel most deliver on what you want to achieve. Then in your campaign encourage a player to take the class (or a DM to let you play it) and playtest it through to the end of tier-2.</p><p></p><p>You'll know by level 4 if it is working, be able to refine, and by level 8 have the most relevant-to-play parts of your design tested. Good design takes a lot of testing and refinement: iteration.</p></blockquote><p></p>
[QUOTE="clearstream, post: 7835605, member: 71699"] The success of a class comes down to a few core elements, so at this point I believe what you have is over-designed. The idea of connecting a fighting style to a skill proficiency feels like a unique angle, so perhaps that is your core element. If so, it needs to be working perfectly. To playtest and refine efficiently, I would suggest leaving everything past tier-2 as just a design-sketch, and paring fighting styles down to the ones you feel most deliver on what you want to achieve. Then in your campaign encourage a player to take the class (or a DM to let you play it) and playtest it through to the end of tier-2. You'll know by level 4 if it is working, be able to refine, and by level 8 have the most relevant-to-play parts of your design tested. Good design takes a lot of testing and refinement: iteration. [/QUOTE]
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PEACH: Homebrew Fighter sub-class
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