Iron Sky
Procedurally Generated
Given that D&D is a class based system - probably one of its most defining traits having played many other RPGs - and D&DN will obviously retain this trait, it might be useful to discuss what it is that makes each class shine, it's niche, it's raison d'etre.
It's that short description that makes you say "yeah, I want to play one of those!" that separates it from all the other classes. My preference is to also have a similar short mechanical description that also gives it some neat mechanical uniqueness that makes it feel different in play as well. Hopefully, it's also something that gives the player the spotlight and something to kick ass at, especially when it makes the other players go "I wish I could do that!" or "you just totally saved all of us!"
If you were to summarize a class in a sentence - what sets it apart, what makes it different/special, what makes you want to play it, fluff and/or mechanics - what would you say?
Here's a few of archetypes/classes that I lean towards:
It's that short description that makes you say "yeah, I want to play one of those!" that separates it from all the other classes. My preference is to also have a similar short mechanical description that also gives it some neat mechanical uniqueness that makes it feel different in play as well. Hopefully, it's also something that gives the player the spotlight and something to kick ass at, especially when it makes the other players go "I wish I could do that!" or "you just totally saved all of us!"
If you were to summarize a class in a sentence - what sets it apart, what makes it different/special, what makes you want to play it, fluff and/or mechanics - what would you say?
Here's a few of archetypes/classes that I lean towards:
- Paladin: Holy warrior that endures with the power of his/her faith. Mechanics: Ability to turn near-failures into successes
- Assassin: Disappearing into the shadows and unleashing deadly attacks from out of nowhere. Mechanics: Some sort of "instant kill" possibility and/or massive "damage spike" potential.
- Vagabond(Bard?): Knows a little bit of everything, second best at everything and can at least give it a try if there's no one else who knows what to do. Mechanics: bonuses to all skills?
- Sorcerer: Call forth the elements of the wild, just barely in control. Mechanics: trade extra damage/area/range for chance to backfire
- Dreadnought(Fighter?): Heavily armed and armored warrior that takes blows that would kill lesser men and somehow survives. Mechanics: Various durability tricks(hp/thp, DR, interrupts, etc)
- Monk: Evasive fighter that relies on speed and mobility rather than armor in combat and can fight even with no weapons. Mechanics: high defenses/mobility, low hp