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General Tabletop Discussion
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Should a general Adventurer class be created to represent the Everyman?
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<blockquote data-quote="humble minion" data-source="post: 9658945" data-attributes="member: 5948"><p>You could do it.</p><p></p><p>A class that's all about muddling though and getting by, with no special talents but the touch of fate and Being A Designated Main Character.</p><p></p><p>But a class based around luck and destiny and Just Not Dying, perhaps the halfling's Luck ability, a bunch of re-rolls, the persuasion skill would seem in-genre, the Action Surge ability, some reactive abilities to avoid or resist damage, improved hit dice based recovery and/or better odds of gaining a hit point back froma death save, and maybe a couple of 'hanging' proficiencies that the player could choose to assign at any time in play, when a your everyman 'discovers' their innate talent for stealth or animal handling or whatever at a dramatically appropriate time. The other class feature would be 'Training Montage' - the one-use-only ability to irrevocably swap all class levels in the class for the same number of levels in a PHB class at pretty much any story-appropriate time. That's a classic trope, when the everyman goes to wizard school or trains under Mr Miyagi or Scatha. It works in portal fantasy too - the Pevensies becoming warrior monarchs in Narnia, Pwyll hanging on the Summer Tree for three days and three nights to learn magic, etc etc.</p><p></p><p>Of course the BEST way to do this sort of character class would be to give them abilities that hand some actual narrative control to the player. Allow them to spend an Inspiration point or reroll for a beneficial plot twist, for example. The guard falls asleep, the BBEGs beautiful daughter falls in love with you at first sight, groping around in the dark you put your hand on the One Ring. That kinda thing steps waaaay out of the WotC-standard D&D comfort zone though</p></blockquote><p></p>
[QUOTE="humble minion, post: 9658945, member: 5948"] You could do it. A class that's all about muddling though and getting by, with no special talents but the touch of fate and Being A Designated Main Character. But a class based around luck and destiny and Just Not Dying, perhaps the halfling's Luck ability, a bunch of re-rolls, the persuasion skill would seem in-genre, the Action Surge ability, some reactive abilities to avoid or resist damage, improved hit dice based recovery and/or better odds of gaining a hit point back froma death save, and maybe a couple of 'hanging' proficiencies that the player could choose to assign at any time in play, when a your everyman 'discovers' their innate talent for stealth or animal handling or whatever at a dramatically appropriate time. The other class feature would be 'Training Montage' - the one-use-only ability to irrevocably swap all class levels in the class for the same number of levels in a PHB class at pretty much any story-appropriate time. That's a classic trope, when the everyman goes to wizard school or trains under Mr Miyagi or Scatha. It works in portal fantasy too - the Pevensies becoming warrior monarchs in Narnia, Pwyll hanging on the Summer Tree for three days and three nights to learn magic, etc etc. Of course the BEST way to do this sort of character class would be to give them abilities that hand some actual narrative control to the player. Allow them to spend an Inspiration point or reroll for a beneficial plot twist, for example. The guard falls asleep, the BBEGs beautiful daughter falls in love with you at first sight, groping around in the dark you put your hand on the One Ring. That kinda thing steps waaaay out of the WotC-standard D&D comfort zone though [/QUOTE]
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Should a general Adventurer class be created to represent the Everyman?
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