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General Tabletop Discussion
*Pathfinder & Starfinder
What themes do you want in core?
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<blockquote data-quote="steeldragons" data-source="post: 5808041" data-attributes="member: 92511"><p>Perhaps, and I'm totally going off the cuff here, a combination of "Themes" (since I understand they will add some Skills to the PC) and a, sort of, kinda, maybe, "Talent trees" set up...built in?</p><p></p><p>At first level you would take, for example purposes only -I would recommend at lest 2 or 3 separate ones per base class (Cle/Fte/MU/Thf) or, at least, based on your base class (so a Druid could choose from Cle Themes, Rangers from Ftr, etc.)...</p><p></p><p>But let's say, for this lil' mental exercise I'm working out as I go, that a 1st level Magic-user takes the "Apprentice" theme.</p><p></p><p>At level 3 you would, automatically move on to:</p><p>Herbalist OR "Special [Arcane] Interest".</p><p></p><p>At level 5, the Herbalist theme transitions to "Potion-maker" or something like that or "Local Witch"...or can choose a separate starting (level 1) Theme.</p><p></p><p>The Specialist theme transitions to "Expert [Arcane Interest -whatever the PC chooses that to be], ...or, again, chooses some other level 1 theme to begin.</p><p></p><p>At 7th, the "Potion-maker" goes on to full-fledged "Alchemist." The "Local Witch" goes on to "Noted Oracle" or some such...</p><p></p><p>The "Expert" goes on to "Sage."</p><p></p><p>And that tops out your theme. You can start up a different one...or maybe, for an "epic level" supplement/expansion play you could develop "Master Alchemist" or "Sage-Savant" or some such. </p><p></p><p>They aren't things that you need to "take" or spend "feats"/"skill points"/resources on they just transition/increase in knowledge and power (additional skills) as the Player <em>chooses</em> as their PC increases in level.</p><p></p><p>Still and yes, we really need to know how they will work/what they will entail to come up with a plausible list of options.</p><p></p><p>But the more I read and think about them, the less I would want them to be additional/sub-/prestige class add-ons. Leave "class" abilities to increasing "Class" level. Themes should be separate, sometimes useful, skills (mostly "non-combat" oriented if I could chose) but not "character power" defining, per se.</p><p></p><p>Again, as per usual these days, just typin' out loud. haha.</p><p>Have fun and happy gaming, to all.</p><p>--SD</p></blockquote><p></p>
[QUOTE="steeldragons, post: 5808041, member: 92511"] Perhaps, and I'm totally going off the cuff here, a combination of "Themes" (since I understand they will add some Skills to the PC) and a, sort of, kinda, maybe, "Talent trees" set up...built in? At first level you would take, for example purposes only -I would recommend at lest 2 or 3 separate ones per base class (Cle/Fte/MU/Thf) or, at least, based on your base class (so a Druid could choose from Cle Themes, Rangers from Ftr, etc.)... But let's say, for this lil' mental exercise I'm working out as I go, that a 1st level Magic-user takes the "Apprentice" theme. At level 3 you would, automatically move on to: Herbalist OR "Special [Arcane] Interest". At level 5, the Herbalist theme transitions to "Potion-maker" or something like that or "Local Witch"...or can choose a separate starting (level 1) Theme. The Specialist theme transitions to "Expert [Arcane Interest -whatever the PC chooses that to be], ...or, again, chooses some other level 1 theme to begin. At 7th, the "Potion-maker" goes on to full-fledged "Alchemist." The "Local Witch" goes on to "Noted Oracle" or some such... The "Expert" goes on to "Sage." And that tops out your theme. You can start up a different one...or maybe, for an "epic level" supplement/expansion play you could develop "Master Alchemist" or "Sage-Savant" or some such. They aren't things that you need to "take" or spend "feats"/"skill points"/resources on they just transition/increase in knowledge and power (additional skills) as the Player [I]chooses[/I] as their PC increases in level. Still and yes, we really need to know how they will work/what they will entail to come up with a plausible list of options. But the more I read and think about them, the less I would want them to be additional/sub-/prestige class add-ons. Leave "class" abilities to increasing "Class" level. Themes should be separate, sometimes useful, skills (mostly "non-combat" oriented if I could chose) but not "character power" defining, per se. Again, as per usual these days, just typin' out loud. haha. Have fun and happy gaming, to all. --SD [/QUOTE]
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What themes do you want in core?
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