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General Tabletop Discussion
*Dungeons & Dragons
The Uncommoner (a class for those that are commoners, but not really)
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<blockquote data-quote="fuindordm" data-source="post: 6773390" data-attributes="member: 5435"><p>I think this is really interesting.</p><p></p><p>I haven't had time to think about it deeply, but my first impression is that the high-level abilities arrive "out of the blue" and I would like more narrative justification for them.</p><p></p><p>Rather than just hand-waving these abilities as the result of studying with a master, similar to multiclassing, here's how I would do it:</p><p></p><p>After 10th level, give the uncommoner a pick from a menu of ~10 "super feats". But each of these has an ordinary feat as a prerequisite.</p><p></p><p>So if the PC took Magic Initiate at an early level, then at a late level they can unlock Mystic Secrets for the same spell list.</p><p>If the PC took the feat that gives them 2 maneuvers and 1 superiority die at low level, they can unlock the super-feat that gives them more maneuvers and three dice at high level.</p><p>...and so on.</p><p></p><p>To me this is a more believable way of presenting the class as someone who has a lot of untapped potential, and manages to keep up with the professionals by learning a diverse array of skills.</p><p></p><p>As for the subclasses, I think they could be more flavorful. I think the Expert makes sense to specialize the PC as a skill user, but skill use is not that difficult in 5E so maybe it can add some extra, pseudo-mystical uses of mundane skills with high DCs. (e.g. use Handle Animal to make a hostile animal friendly--DC 25, recharges on short rest). And for the Factotum, I was a huge fan of Monte Cook's akashic class.</p><p></p><p>Anyway, just spitballing here, obviously you can take it or leave it. But thanks for a thought-provoking contribution.</p><p></p><p>Ben</p></blockquote><p></p>
[QUOTE="fuindordm, post: 6773390, member: 5435"] I think this is really interesting. I haven't had time to think about it deeply, but my first impression is that the high-level abilities arrive "out of the blue" and I would like more narrative justification for them. Rather than just hand-waving these abilities as the result of studying with a master, similar to multiclassing, here's how I would do it: After 10th level, give the uncommoner a pick from a menu of ~10 "super feats". But each of these has an ordinary feat as a prerequisite. So if the PC took Magic Initiate at an early level, then at a late level they can unlock Mystic Secrets for the same spell list. If the PC took the feat that gives them 2 maneuvers and 1 superiority die at low level, they can unlock the super-feat that gives them more maneuvers and three dice at high level. ...and so on. To me this is a more believable way of presenting the class as someone who has a lot of untapped potential, and manages to keep up with the professionals by learning a diverse array of skills. As for the subclasses, I think they could be more flavorful. I think the Expert makes sense to specialize the PC as a skill user, but skill use is not that difficult in 5E so maybe it can add some extra, pseudo-mystical uses of mundane skills with high DCs. (e.g. use Handle Animal to make a hostile animal friendly--DC 25, recharges on short rest). And for the Factotum, I was a huge fan of Monte Cook's akashic class. Anyway, just spitballing here, obviously you can take it or leave it. But thanks for a thought-provoking contribution. Ben [/QUOTE]
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The Uncommoner (a class for those that are commoners, but not really)
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