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General Tabletop Discussion
*Dungeons & Dragons
Should a general Adventurer class be created to represent the Everyman?
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<blockquote data-quote="Scars Unseen" data-source="post: 9664458" data-attributes="member: 10196"><p>I wonder if 5E is really the best chassis for this archetype. I'm planning a mini-campaign that starts off with the players playing villagers that survive a massacre (the massacre will be played out in the first session; I'm planning out a full deck of characters for them to burn through before they end up choosing from among who makes it) and eventually run them through The Sunless Citadel. But what I kind of came to realize is that D&D (especially the more powerful WotC editions) doesn't really suit a campaign built around the premise that the characters don't already have a strong developmental trajectory laid out before them.</p><p></p><p>What I decided to do is take one of the OSR games (preferably a classless one such as Knave or Cairn) and then build on that, giving the players custom abilities and upgrades suited to how they develop in story and downtime. I think if you wanted to do something similar in 5E, you'd maybe have to just strip all non-essential class features (just leaving stuff like hit die, proficiency bonus, saves and skills), go with a stepped down ability score array, and then do advancement almost exclusively through boons.</p></blockquote><p></p>
[QUOTE="Scars Unseen, post: 9664458, member: 10196"] I wonder if 5E is really the best chassis for this archetype. I'm planning a mini-campaign that starts off with the players playing villagers that survive a massacre (the massacre will be played out in the first session; I'm planning out a full deck of characters for them to burn through before they end up choosing from among who makes it) and eventually run them through The Sunless Citadel. But what I kind of came to realize is that D&D (especially the more powerful WotC editions) doesn't really suit a campaign built around the premise that the characters don't already have a strong developmental trajectory laid out before them. What I decided to do is take one of the OSR games (preferably a classless one such as Knave or Cairn) and then build on that, giving the players custom abilities and upgrades suited to how they develop in story and downtime. I think if you wanted to do something similar in 5E, you'd maybe have to just strip all non-essential class features (just leaving stuff like hit die, proficiency bonus, saves and skills), go with a stepped down ability score array, and then do advancement almost exclusively through boons. [/QUOTE]
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Community
General Tabletop Discussion
*Dungeons & Dragons
Should a general Adventurer class be created to represent the Everyman?
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