D&D General Unique Class Mechanics you would love to see in a D&D "goes wild" Edition [+]

Tigris

Adventurer

Premise:


I know many people would want 6e to be just 5.75, but lets assume the next Edition of D&D would "go wild" again taking big risks, experimenting, trying to come up with a broad range of unique classes. (I can understand if you dont want such a D&D but this is not the thread ro discuss that).

What I mean with "go wild" is late 3.5 experimental (and a bit like late 4E experimental) creating more unique classes. For this to work, the game (in my oppinion) needs to be heroic not deadly. (Since if you are dead after 1 hit, well then there is not much distinction to have).



Question:


What unique (and hopefully clever and well made) class mechanics would you love to see explored?

It could be from older editions of D&D or from other games (D&D clone like Pathfinder, but also others!)

its perfectly fine if the mechanic originally did not work out, but maybe write what you would change to make it .

So this is about class mechanics, not system mechanics and not flavour.

Examples:

So here some examples which come to mind for me:

Spellblade:​


What I mean is combinig a spell and a weapon attack. By delivering the weapon attack you also deliver the spell. Like in PF1 and not just doing a spell and a weapon attack. This would be most interesting if spells and weapon attacks are as different as possible: Spells normally cant crit, use saving throws never attack rolls, if the attack misses the spell is still stored in the weapon and released on the next hit (unless concentration is broken), weapons having different properties (like higher crit chance, or higher crit damage or having minimum dice outcome in rolls (like rerolling low dice or having minimum x on a roll)). This is a great way to have a weaker spellcasting than other classes and still be relevant. Example here: Red Mage (but without the limit on touch spells since there should be no touch spells to have bigger difference as mentioned above)

"Blue Magic":


The blue mage from final fantasy is known for leaening attacks from enemies. And I really like this idea. So the spells you learn are supernatural abilities from enemies you saw them use. So you learn typicsl monster abilities and can replicate them with your magic. Again this works best if supernatural abilities are more differenr from normal magic to make this class stand out. Its a nice way to make the enemies/world feel more interactive and also makes you remember fights better, since you may use abilities you learned from them far into the future. Maybe even you learn spells from bosses which you cant use for several levels to make this effect stronger. This would also "force" enemies to have cool attacks since its needed for the class to work. Example here: Blue Mage

"Truenamer"​


Not necassaeily with this name but the same base mechanic: You have a small number of spells, which are weaker than normal spells, but they (pretty much) always succeed. However over a day these spells become weaker the more they are (successfull) used. To give flexibility, each spell has 2 ways to be used. You can decrease the chance of the spells succeeding to empower them (like minir action speed, or higher numbers etc). What I would change over the 3.5 implementation is that you have a fixed (inbuilt in class) chance for succeeding per level (not optimization based) and that you have some flexibility (can change 1 spell per day and or level up). Also number of total spells known needs to be kept low to make the mechanic not irrelevant at high levels. (And some metamagic should be automatic known not optional). https://www.drivethrurpg.com/en/product/50000/index.html


Your turn!


What unique class mechanic (for existing or new class) would you like to see explored? (In a high fantasy, high heroic, D&D (like late 3.5 or late 4E).
 
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Kill Shot
Preferably for an Assassin class. a creature X CR or lower must save or die instantly.

Parry-Riposte
Like defensive duelist but if it makes the attack miss you can attack as part of the same reaction.

Force Breaking
Amy construct of magic has hp, including a wall of force and the like, and thus can be broken with damage.

1/turn reactions
Just as it says. Either this or some effects just trigger without need of a reaction, like defender type mechanics.
 

I miss the psionic powers, the vestige pacts, the martial maneuvers from 3.5 Tome of Battle and the incarnum soulmelds.

To make it more marketable, a compatible format would be used, so that other classes could easily use them as a standard spell. Then for example the druid or ranger could use incarnum soulmelds as primal spells but without the chakras (body slots for magic items) and points of essence (to unlock metamagic effects).
 

Rangers - quasi-magical herbs and herbcraft become their thing; meanwhile they lose spellcasting and animal companion. They become more martial, closer to Fighter than Rogue in build and outlook.

Bards - go to a bespoke magic sub-system almost completely based on sound; yes this means Silence can temporarily ruin their day but to compensate, most of their abilities are at-will rather than gated by slots.

All casters - other than maintaining active illusions, concentration goes bye-bye; all non-illusion spells become fire-and-forget.

All casters - any area-of-effect spell needs a roll to aim; placing it exactly where you want is not guaranteed any more.

Arcane casters - arcane magic gets its risks back; teleport isn't 100% reliable and just might kill you, polymorph isn't something you ever want to do to an ally, fireballs expand to volume and can hit friends, etc.

Initiative - allow tied initiatives, roll a smaller die, Dexterity etc. does not modify this roll, re-roll each round; all to help promote fog-of-war unpredictability in combat.

Rogues - become more scout and less martial; exploration becomes their thing.

Downtime - the "fourth pillar" gets much greater emphasis; DMs are given guidance and ideas on how to integrate the adventurers with the settings they live in, training-to-level requirement forces downtime.

Hit points - fewer of them for all; and go to some sort of Wound-Vitality or Body-Fatigue system.

Overarching design philosophy - combat is dangerous, risky, often lethal, and isn't the solution to everything; fighting becomes the last option for solving problems rather than the first. This means more focus on exploration, diplomacy, role-playing, and in-character smarts rather than sheer brute force.

Stealth and hiding - just get it right for once, will ya!
 

Runes

  1. Emphasis on the Always-On part and the Activated part
  2. (Traditional) Dwarven runes vs (Old) Giant Runes vs (Newer) Human Runes
  3. Runes on Helms vs Weapons vs Armor
  4. Runic sentences as Magic incantations
 

Rangers - quasi-magical herbs and herbcraft become their thing; meanwhile they lose spellcasting and animal companion. They become more martial, closer to Fighter than Rogue in build and outlook.
So less distinct. Why?
Bards - go to a bespoke magic sub-system almost completely based on sound; yes this means Silence can temporarily ruin their day but to compensate, most of their abilities are at-will rather than gated by slots.

All casters - other than maintaining active illusions, concentration goes bye-bye; all non-illusion spells become fire-and-forget.

All casters - any area-of-effect spell needs a roll to aim; placing it exactly where you want is not guaranteed any more.

Arcane casters - arcane magic gets its risks back; teleport isn't 100% reliable and just might kill you, polymorph isn't something you ever want to do to an ally, fireballs expand to volume and can hit friends, etc.

Initiative - allow tied initiatives, roll a smaller die, Dexterity etc. does not modify this roll, re-roll each round; all to help promote fog-of-war unpredictability in combat.

Rogues - become more scout and less martial; exploration becomes their thing.
Isnt this already the case??
Rogue barely keep up with dedicated martials in damage, as it is. Ya gonna make them even squishier to make room for even more exploration focus?
Downtime - the "fourth pillar" gets much greater emphasis; DMs are given guidance and ideas on how to integrate the adventurers with the settings they live in, training-to-level requirement forces downtime.

Hit points - fewer of them for all; and go to some sort of Wound-Vitality or Body-Fatigue system.

Overarching design philosophy - combat is dangerous, risky, often lethal, and isn't the solution to everything; fighting becomes the last option for solving problems rather than the first. This means more focus on exploration, diplomacy, role-playing, and in-character smarts rather than sheer brute force.
There are so many better ways to accomplish a greater exploration focus than making the game straight up terrible to play for anyone that isnt playing exactly the way you prefer down to how classes act.
 

Casters on the daily/encounter model.

Martials on the skills and % unusual abilities model (bend bars/lift gates, scale sheer surface, and other borderline possible action hero feats).

No at wills.
 

Oh, id probably base the entire game on short rests as the main type of rest with every class getting their main thing back on a short rest, and then only really special or odd stuff, a d long rests can require a safe haven to even do.
 

I would like casters to roll to hit instead of telling the DM to make a save vs. whatever. The 4e attack vs Will or Reflex allowed the player to at least roll dice.
 

It looks like I was a bit unclear in what I am looking for, sorry for that!

What I look for are unique class mechanics in a high fantasy high heroic game ("go wild" like late 3.5 and 4E).

I am not looking for general system discussions (because of these we have some already).

So its more about how a single class can be made unique through mechanics.


Kill Shot
Preferably for an Assassin class. a creature X CR or lower must save or die instantly.

Parry-Riposte
Like defensive duelist but if it makes the attack miss you can attack as part of the same reaction.

Force Breaking
Amy construct of magic has hp, including a wall of force and the like, and thus can be broken with damage.

1/turn reactions
Just as it says. Either this or some effects just trigger without need of a reaction, like defender type mechanics.

I like a "kill stuff directly" mechanic for an assassin, I also like this in the executioner assassin in 4E (although a bit weak), if you damage something and after damaging its below X health its dead. I think with this scaling a bit better it would do similar thing as killing CR X creatures normally.

(Defender) Classes based on reactions are cool! They do take some additional time, but well can design for it.

I miss the psionic powers, the vestige pacts, the martial maneuvers from 3.5 Tome of Battle and the incarnum soulmelds.

To make it more marketable, a compatible format would be used, so that other classes could easily use them as a standard spell. Then for example the druid or ranger could use incarnum soulmelds as primal spells but without the chakras (body slots for magic items) and points of essence (to unlock metamagic effects).

In a "wild" edition the "making it more marketable" is not necessarily needed. I think if some classes have subsystems not working together with other classes, thats can lead to more freedom and cool things. I need to look up the incarnum, but the Tome of Battle and vestige pacts are really cool for sure!

Rangers - quasi-magical herbs and herbcraft become their thing; meanwhile they lose spellcasting and animal companion. They become more martial, closer to Fighter than Rogue in build and outlook.

Bards - go to a bespoke magic sub-system almost completely based on sound; yes this means Silence can temporarily ruin their day but to compensate, most of their abilities are at-will rather than gated by slots.
....

How would these 2 be made mechanically? I guess bards mostly cantrips (sound based is mostly flavour unless silence is common) but how can this be to be more distinct from other casters? And how would the ranger mechanic look like to make it mechanically unique?

For the rest, sorry I was unclear but I am really not looking for system discussions (and not "deadly" since that makes it harder to make classes mechanically more distinct normally).

Casters on the daily/encounter model.

Martials on the skills and % unusual abilities model (bend bars/lift gates, scale sheer surface, and other borderline possible action hero feats).

No at wills.

Also here, sorry I was a bit unclear, I really mean more how you would make a single class more unique. Like what could a Ranger (or a new class like assassin etc.) do what makes them mechanically unique?
 

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