DND_Reborn
The High Aldwin
I don't remember talents in d20 SW, so that might be in saga....if i remember right (I might not be) the d20SW also alternated with feat and talent so every level you had a choice... (maybe that was SW saga?)
I don't remember talents in d20 SW, so that might be in saga....if i remember right (I might not be) the d20SW also alternated with feat and talent so every level you had a choice... (maybe that was SW saga?)
I agree with the basic idea is, but not the full intent. Yes I can reflavor any subclass as another concept...but at the end of the day there is still flavor text there.I don't care either way. Because quite frankly, if I have an idea for a character it comes out of its narrative and story, and not its game mechanic. If I want to play a Drunken Master Monk... I can play that Drunken Master Monk at 1st level even if I don't get Drunken Master-specific game mechanics until 3rd level. And this is true across the board.
Because guess what? Here's a little secret... most game mechanics do not IN ANY WAY actually represent the narrative they are supposed to symbolize.
Dwarven bard... halfing gymnyst... I could do this 1 million times... but if you WANT to play a drunken master it isn't too hard... try this with the concept being "minor spell caster/thief" and wait 2 levels for your arcane trickster subclass. (Eldritch knight at least have the ability to swap a fighting style for cantrips)I mean look at the Drunken Master. At 3rd level you get four mechanics:
1) Performance skill
2) Brewer's Supplies
3) Take Disengage action as part of another action
4) Gain 10 feet of movement
again this could be any multi attacker... I mean a generic fighter with little flavor beyond "i am a soldier" could have all of this...Let's take another one. If we didn't already know, what would we guess these four mechanics represent for a Class and Sub-class when all the flavor is removed?
1) +1d8 damage on an attack if the target is below its hit point maximum
2) +4 AC against a creature that has hit you for one turn
3) use one action to attack each creature adjacent to you
4) use a reaction to halve the damage of an attack against you
Welcome to 5e where we killed most design space for 'simplicity'.Because guess what? Here's a little secret... most game mechanics do not IN ANY WAY actually represent the narrative they are supposed to symbolize.
Heh... you think this is 5E specific? Uh... nope! Not at all! ALL editions of the game had most of their mechanics be completely generic and only became what we think of them to be BECAUSE we layered fluff on top of them.Welcome to 5e where we killed most design space for 'simplicity'.
I've considered doing this as well. Wanting to play an eldritch knight and having to wait until 3rd level to get that feeling of a warrior that also uses magic is annoying but if you grant a couple of cantrips at 1st level then it can give a little bit of the magical warrior feeling straight away.I personally let my players ''lock'' their subclasses at 1st level, gaining a small part of their 2nd/3rd level archetype.
Also good for letting Blade-locks have Hex Warrior at first level so they don't need to wait two levels to be melee-types.I've considered doing this as well. Wanting to play an eldritch knight and having to wait until 3rd level to get that feeling of a warrior that also uses magic is annoying but if you grant a couple of cantrips at 1st level then it can give a little bit of the magical warrior feeling straight away.
Simpler base classes plus prestige class type options is definitely the way to go. Almost every subclass in the game is already 4-5 features, simply package them as 4-5 level prestige classes.I never played much 3E, but played a lot of d20 SW and loved the prestige class concept in that, so anything along those lines I think would be good. It gives characters more paths to follow instead of feeling stuck in the same gear all the time.
My point was for both.Simpler base classes plus prestige class type options is definitely the way to go. Almost every subclass in the game is already 4-5 features, simply package them as 4-5 level prestige classes.