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<blockquote data-quote="gyor" data-source="post: 5697402" data-attributes="member: 6670153"><p>Okay here's my first shot at designing 5e.</p><p></p><p>I'd design powers around skills and features around classes and themes.</p><p></p><p>For Skills I'd have them broken down into three or four categories, Talent, Power Source, Role. </p><p></p><p> influence(mix of inimadate, streetwise), Charm(mix of Bluff and Diplomancy), Survival(mix of nature, dungeonering, endurance, Athletics), Trades(crafts, profession, Appraisal), Education (Knowledge skills). Specializations would be by powers aquired at benchmarks like 5, 10, 15 in a skill and you aquire a skill power like Crimal Connections for infuence skill, or pottery Mastery that allows you to make quality pottery with some kind of practical use for Trade skill. No attack skills here, just utilities.</p><p> </p><p> Power Sources would be Martial, Divine, Arcane, Primal, Shadow, Psionic, Elemental, Racial, Mount/Pet, Alechemy/Poison, Alien. The powers these would grant upon bench marks would be attack or utility powers depending on which benchmark you just hit. So 5 would be certain attacks, same with ten, but 15 would be a utility for example.</p><p></p><p>Role Skills would modify or powers,especially powers. So you'd have Striker, Leader, Controller, Defender, with more distrinct goals. Striker powers would pump thier own damage, Leader healing and temp hp, defending drawing attacks and damage resistance on self, and controlling negative status effects. So invest 5 points in Striker and take the Preiscion skill power that boosts damage by boosting accracy of another power with a minor action or twist the knife for an +2 points of damage to one target or Nova Blast for a bigger but less frequently used minor action damage buffing power. Most would be minor or interuppt actions powers that create alterations to Power Source powers to help to specialize in a task. Maybe a few standard action powers that really power charge a power source power. Role powers would be mostly limited to the 5e phb1 so as to aviod power creep.</p><p></p><p>Powers would scale with level so no power becomes obsolete.</p><p></p><p>Classes would be a mix of features and automatic skill point boosts per level. So a Paladin might get 2 points per level for Divine,Mount and Martial, 2 education and 2 influence, 1 Charm and 3 defender, 1 leader, were as a Cleric might get 1 martial, 4 divine, 2 influence,1 charm and 3 education, and 3 leader per level. An Invoker (which I would rename prophet) would get 5 divine, 3 influence, 3 Charm, 1 education, and 3 Control per level. Character would also free 2 points they can spend how ever they want per level and an 1 per two levels to be spent basic skills, plus a bonus 2 points as a feature for rogues.</p><p></p><p>Themes would also provide a bonus to a skill, and a feature. Themes would be aquired at 2 at first level, 2 at paragon and two at epic in place of pp and eds. Bards would get an extra theme as a feature.</p><p></p><p>Multiclassing would be done by either on a general level by putting extra skill points in power source skill and/or by picking a multiclass theme.</p><p> </p><p>Damage/Resistance types would be more meaningful. Like different effects on crits, Cold might immbolize, Fire spread on a crit. I'd bring back slashing and blugeoning as damage types. When criting with multiple damage types you pick one for the bonus effect. Cold resistance might provide a benifit in cold climates.</p><p></p><p>Races in PHB1 would be Elves, Human, Dwarf, Astraltouched(love tieflings and divas but hate the core setting), Orcs, Halflings, Gnomes, Doppelgangers, Dragonborn. Subraces would be a feature of races and all races would have them, but some more then others. Halfelf, Muls, and halforcs would be a mixed blood theme that could only be taken at first level. Genasi, Shadar-Kai, other races would come later.</p><p> Drow and Elderin would be elven themes that change subrace selection.</p><p></p><p> The Forgotten Realms would be the core setting, but still would get a campaign book. After that setting would be choosen via democracy. Campaign settings would have a digital magazine of thier own, one monthly magazine per setting.</p><p></p><p>Advice in DMG for what requires a skill check vs what is common knowledge or easily achieved by a character so does not require one. Commom knowledge basic ability increases by level or tier.</p><p></p><p>More common powers at first level then charge, Basic attack, Grapple, bull rush. Add Trip, Dirty Trick from pathfinder, maybe come up with new ones.</p><p></p><p>Classes in PHB1 divided by primary power source </p><p></p><p>Divine section: Cleric, Paladin, Prophet, Zealots, </p><p></p><p>Arcane: Wizard, Warlock, Swordmage, Bard </p><p></p><p>Shadow: Vampire, Ghost, Lich, Mummy, </p><p></p><p>Primal: Druid, Shaman, Barbarian, Zeigiest(focuses on Urban spirits), </p><p></p><p>Psionic/Ki: Psion, Empath (ardent), Monk, Enlightened(battlemind), </p><p></p><p>Martial: Fighter, Rogue, Ranger, Surgeon.</p><p></p><p>Mount/Pet: Knight, Tactician, Breeder, Nomad. Knight basically a plate armoured soldier that focuses on mounted combat, Tactician basically a warlord with minions, Breeder, uses their body as a nest for pets, Nomad a less armoured faster mounted combat with ranged focus.</p><p></p><p>Alchemy/Poison: Artificer, Assassin, Witch, Infused. Infused would be a supersoldier type created and sustained by Alchemy, Artificer would be largely the same concept, same with assasin which would also have some skill in shadow, Witch would be a controller.</p><p> </p><p>Alien: Alienist, Cultist, Binder, Freak. Alien power source would be magic from beyond, not normal, understandable by sane minds and unnatural in this universe. Alienist would be a summoner of the horrors, Cultist are servants of powers that do not belong in sane reality, Binders share thier bodies with vestiages that rebel against thier none existance, and Freaks find themselves slowly evovling into some thing that should not be, powerless to stop the horrorifying transformation. Alien is not divine, Shadow or Arcane as those belong in the universe.</p><p></p><p>Instead of differing weapons by damage die, each has a unique trait or traits.</p></blockquote><p></p>
[QUOTE="gyor, post: 5697402, member: 6670153"] Okay here's my first shot at designing 5e. I'd design powers around skills and features around classes and themes. For Skills I'd have them broken down into three or four categories, Talent, Power Source, Role. influence(mix of inimadate, streetwise), Charm(mix of Bluff and Diplomancy), Survival(mix of nature, dungeonering, endurance, Athletics), Trades(crafts, profession, Appraisal), Education (Knowledge skills). Specializations would be by powers aquired at benchmarks like 5, 10, 15 in a skill and you aquire a skill power like Crimal Connections for infuence skill, or pottery Mastery that allows you to make quality pottery with some kind of practical use for Trade skill. No attack skills here, just utilities. Power Sources would be Martial, Divine, Arcane, Primal, Shadow, Psionic, Elemental, Racial, Mount/Pet, Alechemy/Poison, Alien. The powers these would grant upon bench marks would be attack or utility powers depending on which benchmark you just hit. So 5 would be certain attacks, same with ten, but 15 would be a utility for example. Role Skills would modify or powers,especially powers. So you'd have Striker, Leader, Controller, Defender, with more distrinct goals. Striker powers would pump thier own damage, Leader healing and temp hp, defending drawing attacks and damage resistance on self, and controlling negative status effects. So invest 5 points in Striker and take the Preiscion skill power that boosts damage by boosting accracy of another power with a minor action or twist the knife for an +2 points of damage to one target or Nova Blast for a bigger but less frequently used minor action damage buffing power. Most would be minor or interuppt actions powers that create alterations to Power Source powers to help to specialize in a task. Maybe a few standard action powers that really power charge a power source power. Role powers would be mostly limited to the 5e phb1 so as to aviod power creep. Powers would scale with level so no power becomes obsolete. Classes would be a mix of features and automatic skill point boosts per level. So a Paladin might get 2 points per level for Divine,Mount and Martial, 2 education and 2 influence, 1 Charm and 3 defender, 1 leader, were as a Cleric might get 1 martial, 4 divine, 2 influence,1 charm and 3 education, and 3 leader per level. An Invoker (which I would rename prophet) would get 5 divine, 3 influence, 3 Charm, 1 education, and 3 Control per level. Character would also free 2 points they can spend how ever they want per level and an 1 per two levels to be spent basic skills, plus a bonus 2 points as a feature for rogues. Themes would also provide a bonus to a skill, and a feature. Themes would be aquired at 2 at first level, 2 at paragon and two at epic in place of pp and eds. Bards would get an extra theme as a feature. Multiclassing would be done by either on a general level by putting extra skill points in power source skill and/or by picking a multiclass theme. Damage/Resistance types would be more meaningful. Like different effects on crits, Cold might immbolize, Fire spread on a crit. I'd bring back slashing and blugeoning as damage types. When criting with multiple damage types you pick one for the bonus effect. Cold resistance might provide a benifit in cold climates. Races in PHB1 would be Elves, Human, Dwarf, Astraltouched(love tieflings and divas but hate the core setting), Orcs, Halflings, Gnomes, Doppelgangers, Dragonborn. Subraces would be a feature of races and all races would have them, but some more then others. Halfelf, Muls, and halforcs would be a mixed blood theme that could only be taken at first level. Genasi, Shadar-Kai, other races would come later. Drow and Elderin would be elven themes that change subrace selection. The Forgotten Realms would be the core setting, but still would get a campaign book. After that setting would be choosen via democracy. Campaign settings would have a digital magazine of thier own, one monthly magazine per setting. Advice in DMG for what requires a skill check vs what is common knowledge or easily achieved by a character so does not require one. Commom knowledge basic ability increases by level or tier. More common powers at first level then charge, Basic attack, Grapple, bull rush. Add Trip, Dirty Trick from pathfinder, maybe come up with new ones. Classes in PHB1 divided by primary power source Divine section: Cleric, Paladin, Prophet, Zealots, Arcane: Wizard, Warlock, Swordmage, Bard Shadow: Vampire, Ghost, Lich, Mummy, Primal: Druid, Shaman, Barbarian, Zeigiest(focuses on Urban spirits), Psionic/Ki: Psion, Empath (ardent), Monk, Enlightened(battlemind), Martial: Fighter, Rogue, Ranger, Surgeon. Mount/Pet: Knight, Tactician, Breeder, Nomad. Knight basically a plate armoured soldier that focuses on mounted combat, Tactician basically a warlord with minions, Breeder, uses their body as a nest for pets, Nomad a less armoured faster mounted combat with ranged focus. Alchemy/Poison: Artificer, Assassin, Witch, Infused. Infused would be a supersoldier type created and sustained by Alchemy, Artificer would be largely the same concept, same with assasin which would also have some skill in shadow, Witch would be a controller. Alien: Alienist, Cultist, Binder, Freak. Alien power source would be magic from beyond, not normal, understandable by sane minds and unnatural in this universe. Alienist would be a summoner of the horrors, Cultist are servants of powers that do not belong in sane reality, Binders share thier bodies with vestiages that rebel against thier none existance, and Freaks find themselves slowly evovling into some thing that should not be, powerless to stop the horrorifying transformation. Alien is not divine, Shadow or Arcane as those belong in the universe. Instead of differing weapons by damage die, each has a unique trait or traits. [/QUOTE]
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