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PEACH: Homebrew Fighter sub-class
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<blockquote data-quote="clearstream" data-source="post: 7835765" data-attributes="member: 71699"><p>For me, the flavour of a class comes through its crunch not its fluff. Another way to put that is that fluff is "just words" until represented via the crunch. On the other hand, the fluff has a valuable role in inspiring the crunch. So I think you should preserve whatever you need to sustain that inspiration, but not over-commit on the fluff for the time being.</p><p></p><p>Then yes, the most flavourful thing coming across so far is the linking of styles to skills. You have prototyped a dozen, but I think you can uncover if the class works with no more than six. Perhaps focusing on skills most relevant to fighter, like Athletics. If that core works, chances are the rest can be made to work.</p><p></p><p>There are two aspects to that. One is the framework design - that paragraph directly under the "Secret Style" heading - which should specify things like whether the same style can be taken twice. The other is the component design, which is the design of the individual styles. Seeing as a player will get one pick, at 3rd-level, you should be able to prove how fun they are with half the number you have. And it will make it easier to focus and refine.</p><p></p><p>Thinking about how Divine Styles might work, I think you could apply a principle that the skill or save choice mandates the style. Divine Styles then have a "required save" which must the fighter must have proficiency with, just as Secret Styles have a "required skill". That language allows the save to be one the fighter had already, giving them some wiggle room in choosing a new one.</p><p></p><p>My taste is always toward designs that are joined up - threaded through with cohering principles that were inspired by and represent in the fluff.</p><p></p><p>If you can't playtest yourself, you might try to recruit others to do so.</p></blockquote><p></p>
[QUOTE="clearstream, post: 7835765, member: 71699"] For me, the flavour of a class comes through its crunch not its fluff. Another way to put that is that fluff is "just words" until represented via the crunch. On the other hand, the fluff has a valuable role in inspiring the crunch. So I think you should preserve whatever you need to sustain that inspiration, but not over-commit on the fluff for the time being. Then yes, the most flavourful thing coming across so far is the linking of styles to skills. You have prototyped a dozen, but I think you can uncover if the class works with no more than six. Perhaps focusing on skills most relevant to fighter, like Athletics. If that core works, chances are the rest can be made to work. There are two aspects to that. One is the framework design - that paragraph directly under the "Secret Style" heading - which should specify things like whether the same style can be taken twice. The other is the component design, which is the design of the individual styles. Seeing as a player will get one pick, at 3rd-level, you should be able to prove how fun they are with half the number you have. And it will make it easier to focus and refine. Thinking about how Divine Styles might work, I think you could apply a principle that the skill or save choice mandates the style. Divine Styles then have a "required save" which must the fighter must have proficiency with, just as Secret Styles have a "required skill". That language allows the save to be one the fighter had already, giving them some wiggle room in choosing a new one. My taste is always toward designs that are joined up - threaded through with cohering principles that were inspired by and represent in the fluff. If you can't playtest yourself, you might try to recruit others to do so. [/QUOTE]
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PEACH: Homebrew Fighter sub-class
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