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General Tabletop Discussion
*Dungeons & Dragons
What most needs revision for the (hypothetical) 50th anniversary core books?
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<blockquote data-quote="Yaarel" data-source="post: 8287246" data-attributes="member: 58172"><p>Choosing the subclass archetype at level 1.</p><p></p><p>Structurally, level 1 has about the same amount of information as two levels combined.</p><p></p><p>When thinking about the "base class" features and the "specialized archetype" features, I find it conducive to treat the "specialized archetype" as level zero abilities, and then add the "base class" as level 1 abilities.</p><p></p><p>Narratively, the character first demonstrates a talent and aptitude for something specific early on during "level zero" sotospeak. Then later the "base class" training helps round the character out to be an effective and versatile member of the class.</p><p></p><p>Because the specialization happens at level zero, every level 1 character includes a specialized archetype.</p><p></p><p>It is even possible for a character to specialize in something else at zero (such as casting a cantrip), but then switch to a different base class (such as Fighter). Mechanically, this is moreorless swapping a class feature, but it can help add verisimilitude to the biography of a character.</p><p></p><p></p><p></p><p>What is most salient about a Monk? That it is a martial unarmed combatant, or that it is a magical class? Maybe rename the Monk "Athlete"? Let the subclass archetype determine the magical abilities of the "Athlete", if any.</p><p></p><p></p><p></p><p>Berserkr is a reallife name, and refers to magic. Conceptually, the tradition reuses (feminine) shamanic magical techniques for the purpose of (masculine) combat. The ferocity of a Berserkr is because the mind of the Berserkr has become an animal − and sometimes the physical body transforms into that animal as well. Essentially, shapeshifting magic.</p><p></p><p></p><p></p><p>The do-anything "Arcane" power source might work better splitting up into several power sources, such as Elemental, Necromantic, and so on.</p></blockquote><p></p>
[QUOTE="Yaarel, post: 8287246, member: 58172"] Choosing the subclass archetype at level 1. Structurally, level 1 has about the same amount of information as two levels combined. When thinking about the "base class" features and the "specialized archetype" features, I find it conducive to treat the "specialized archetype" as level zero abilities, and then add the "base class" as level 1 abilities. Narratively, the character first demonstrates a talent and aptitude for something specific early on during "level zero" sotospeak. Then later the "base class" training helps round the character out to be an effective and versatile member of the class. Because the specialization happens at level zero, every level 1 character includes a specialized archetype. It is even possible for a character to specialize in something else at zero (such as casting a cantrip), but then switch to a different base class (such as Fighter). Mechanically, this is moreorless swapping a class feature, but it can help add verisimilitude to the biography of a character. What is most salient about a Monk? That it is a martial unarmed combatant, or that it is a magical class? Maybe rename the Monk "Athlete"? Let the subclass archetype determine the magical abilities of the "Athlete", if any. Berserkr is a reallife name, and refers to magic. Conceptually, the tradition reuses (feminine) shamanic magical techniques for the purpose of (masculine) combat. The ferocity of a Berserkr is because the mind of the Berserkr has become an animal − and sometimes the physical body transforms into that animal as well. Essentially, shapeshifting magic. The do-anything "Arcane" power source might work better splitting up into several power sources, such as Elemental, Necromantic, and so on. [/QUOTE]
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What most needs revision for the (hypothetical) 50th anniversary core books?
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