Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Rocket your D&D 5E and Level Up: Advanced 5E games into space! Alpha Star Magazine Is Launching... Right Now!
Community
General Tabletop Discussion
EN Publishing
Traditions flowchart
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Primitive Screwhead" data-source="post: 6437646" data-attributes="member: 20805"><p>Popping in!</p><p> </p><p> Disclaimer, I handed the new character generation rules to my group and expected to hear back from them regarding changes/issues/etc.. so I had not really looked into it as I was working spell paths and monsters. </p><p></p><p> Now having received feedback from them and looking at the set-up, here are some thoughts:</p><p></p><p> Format:</p><p> I like the flow-chart layout and think its useful, allowing players to visually see where the best path is to get to an advanced tradition.</p><p> I don't like how the tradition list is laid out. I would prefer to see a tree-style layout based on pre-requisite. Something like:</p><p></p><p>AGI +3</p><p> - Burglar</p><p> - Duelist</p><p> - Sharpshooter</p><p>Log 3</p><p> - Mage {states Log 4 in the released chapter}</p><p>Skills:</p><p> - Any Perform</p><p> - - Minstrel</p><p> - Heraldry</p><p> - - Knight</p><p>Secrets:</p><p>- Blood</p><p>- - necromancer</p><p>- Good</p><p>- - Paladin</p><p></p><p>etc..</p><p></p><p></p><p>Content:</p><p> Maybe this is a play-style difference. My preference is a system that has prefered advancement pathways, where the optimal choices are things like Apprentice -> Mage - > Fire Mage... but the optimal route should be a choice.</p><p></p><p> As the rules stand, if you want to start play as a Fire Mage you have to be either Grand Elf or human, take Apprentice - > Mage II - > Fire Mage. This is caused by the pre-requisites and race attribute boosts.</p><p> Similarly, if you want to play a Herbologist that discovers adventuring you have to be an Orc -> [page/slave/acolyte] -> Herbalist I -> other class</p><p></p><p>I would prefer lower prereqs {attribute +3} for the base traditions so that you can have non-standard origin stories. This would mean that humans could start with any origin and with any base tradition, while other races would have 'preferred' base traditions, while still being able to break the mold if desired.</p><p></p><p></p><p>I also do not like the 'you cannot return to a tradition' rule as it seems out of synch with the fall from grace scenarios and other character concepts. I would prefer that be replaced with a 'you cannot return to a tradition that you left for a specialization/advancement of that tradition'. So going to Pirate means you cannot return to being a Sailor. But you could go off and learn to be a Mage and then go back to your pirating ways {or advance to Corsair}</p><p></p><p></p><p>Paladin tradition: Neat!</p><p> Except: Rank IV. No, no, never, no-way. Part of the Paladin schtick is to fight Evil {with a Big 'E'}, most often represented by undead and/or devil/demon. The Rank IV power says 'nope', you can pretty much ignore an entire swath on non-outsider Evil {Big 'E'} threats so playing a Paladin means your GM has to introduce Demons and Devils.</p><p> Perhaps something a bit less absolute, like: </p><p> Undead, demons, and devils within 30' of you grant advantage to you and your allies {+1d6 to hit} and you and your allies strike with the power of Good {+1d6 Good damage to all attacks}</p></blockquote><p></p>
[QUOTE="Primitive Screwhead, post: 6437646, member: 20805"] Popping in! Disclaimer, I handed the new character generation rules to my group and expected to hear back from them regarding changes/issues/etc.. so I had not really looked into it as I was working spell paths and monsters. Now having received feedback from them and looking at the set-up, here are some thoughts: Format: I like the flow-chart layout and think its useful, allowing players to visually see where the best path is to get to an advanced tradition. I don't like how the tradition list is laid out. I would prefer to see a tree-style layout based on pre-requisite. Something like: AGI +3 - Burglar - Duelist - Sharpshooter Log 3 - Mage {states Log 4 in the released chapter} Skills: - Any Perform - - Minstrel - Heraldry - - Knight Secrets: - Blood - - necromancer - Good - - Paladin etc.. Content: Maybe this is a play-style difference. My preference is a system that has prefered advancement pathways, where the optimal choices are things like Apprentice -> Mage - > Fire Mage... but the optimal route should be a choice. As the rules stand, if you want to start play as a Fire Mage you have to be either Grand Elf or human, take Apprentice - > Mage II - > Fire Mage. This is caused by the pre-requisites and race attribute boosts. Similarly, if you want to play a Herbologist that discovers adventuring you have to be an Orc -> [page/slave/acolyte] -> Herbalist I -> other class I would prefer lower prereqs {attribute +3} for the base traditions so that you can have non-standard origin stories. This would mean that humans could start with any origin and with any base tradition, while other races would have 'preferred' base traditions, while still being able to break the mold if desired. I also do not like the 'you cannot return to a tradition' rule as it seems out of synch with the fall from grace scenarios and other character concepts. I would prefer that be replaced with a 'you cannot return to a tradition that you left for a specialization/advancement of that tradition'. So going to Pirate means you cannot return to being a Sailor. But you could go off and learn to be a Mage and then go back to your pirating ways {or advance to Corsair} Paladin tradition: Neat! Except: Rank IV. No, no, never, no-way. Part of the Paladin schtick is to fight Evil {with a Big 'E'}, most often represented by undead and/or devil/demon. The Rank IV power says 'nope', you can pretty much ignore an entire swath on non-outsider Evil {Big 'E'} threats so playing a Paladin means your GM has to introduce Demons and Devils. Perhaps something a bit less absolute, like: Undead, demons, and devils within 30' of you grant advantage to you and your allies {+1d6 to hit} and you and your allies strike with the power of Good {+1d6 Good damage to all attacks} [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
EN Publishing
Traditions flowchart
Top