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General Tabletop Discussion
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Which classes would you like to see added to D&D 5e, if any? (check all that apply)
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<blockquote data-quote="steeldragons" data-source="post: 7320218" data-attributes="member: 92511"><p>It possible to build both -Knight and Witch- using the avenues available to us. Dress yourself in the right trappings (get some plate armor, buy a horse, a lance, fancy heraldry on your shield/tabbard/pendants, etc...) and conduct yourself as a Knight, while your character sheet says "Fighter." Cast Find Familiar, walk around with a long twisted stick or broom, choose/cast enchantments and illusions and transmutations and conduct yourself as you feel a Witch would act, while your character sheet says "MU/Mage/Wizard." </p><p></p><p>Those are absolutely completely and currently viable options. </p><p></p><p>I think, on an archetypal level, in the grand fluffy and crunchy of the multiverse, that both Knight and Witch are certainly distinct enough concepts to warrant their own definitions and features.</p><p></p><p>To the knight, specifically, since you ask, I would probably begin by pilfering the Pathfinder "Cavalier" and Castles/Crusades "Knight" for starters...and, perhaps, even the D&D 4e class that dare not speak its name.</p><p></p><p>Features like a "Knight's Challenge", not necessarily incorporating the largely debated "forcing someone to fight you/taking control of other PCs/NPCs" but for some kind of attack and/or damage advantage to the chaleng-ee(?)...like a Ranger's Marks kind of mechanic that's not a "spell." A defensive bonus for allies' AC if the knight is mounted or on foot with a shield [or maybe heavy weapon, too] within, I dunno, 10' of the knight. </p><p></p><p>Perhaps a "field medic" ribbon for non-magical healing. Certainly a "charge" attack bonus, be it mounted or on foot. Maybe some kind of Charisma-based interactive or "leadership" feature. Hinge things on a list of "Virtues" [or "Ideals" or whatever non-magical source you want to dub it]...or at least a list of virtues/ideals the Knight can choose from -so someone who wants an "honor"-based/focused Samurai, for example, can choose, say, "valor, honesty, protection of the innocent, etc...," instead of a chivalry/piety/obedience to authority kind of western knight. </p><p></p><p>The flavor is certainly there and distinct enough [to me] to make a "fighter" who is not a solider or mercenary or wrestler or archer or expert swordsman (though a knight's weapon expertise/mastery with their specific weapons might also be a feature).</p><p></p><p>Same thing for a witch. Can it be a wizard [or sorcerer or warlock, in 5e]? Sure it can! You could even refluff things so that it's not about "preparing/studying your spellbook" and roleplay your character accordingly. You have a spellbook you consult, it holds your recipes for your "brews," notes on extraplanar entities, symbols to write up a protective [or offensive] talisman, and yeah among other things, some spells. You have the PC work their magic through rituals, as much as possible, pick up Nature Lore knowledge and herbalist tools and whatever else you feel a Witch should be. Totally valid and easily doable Witch, in game, right now...or for BECM, 1e, 2e, etc...</p><p></p><p>OR, you could say the archetypal creature, the variations and options from legend, history, literature, and pop culture are certainly distinct enough, as a core fantasy concept, to warrant its own class.</p></blockquote><p></p>
[QUOTE="steeldragons, post: 7320218, member: 92511"] It possible to build both -Knight and Witch- using the avenues available to us. Dress yourself in the right trappings (get some plate armor, buy a horse, a lance, fancy heraldry on your shield/tabbard/pendants, etc...) and conduct yourself as a Knight, while your character sheet says "Fighter." Cast Find Familiar, walk around with a long twisted stick or broom, choose/cast enchantments and illusions and transmutations and conduct yourself as you feel a Witch would act, while your character sheet says "MU/Mage/Wizard." Those are absolutely completely and currently viable options. I think, on an archetypal level, in the grand fluffy and crunchy of the multiverse, that both Knight and Witch are certainly distinct enough concepts to warrant their own definitions and features. To the knight, specifically, since you ask, I would probably begin by pilfering the Pathfinder "Cavalier" and Castles/Crusades "Knight" for starters...and, perhaps, even the D&D 4e class that dare not speak its name. Features like a "Knight's Challenge", not necessarily incorporating the largely debated "forcing someone to fight you/taking control of other PCs/NPCs" but for some kind of attack and/or damage advantage to the chaleng-ee(?)...like a Ranger's Marks kind of mechanic that's not a "spell." A defensive bonus for allies' AC if the knight is mounted or on foot with a shield [or maybe heavy weapon, too] within, I dunno, 10' of the knight. Perhaps a "field medic" ribbon for non-magical healing. Certainly a "charge" attack bonus, be it mounted or on foot. Maybe some kind of Charisma-based interactive or "leadership" feature. Hinge things on a list of "Virtues" [or "Ideals" or whatever non-magical source you want to dub it]...or at least a list of virtues/ideals the Knight can choose from -so someone who wants an "honor"-based/focused Samurai, for example, can choose, say, "valor, honesty, protection of the innocent, etc...," instead of a chivalry/piety/obedience to authority kind of western knight. The flavor is certainly there and distinct enough [to me] to make a "fighter" who is not a solider or mercenary or wrestler or archer or expert swordsman (though a knight's weapon expertise/mastery with their specific weapons might also be a feature). Same thing for a witch. Can it be a wizard [or sorcerer or warlock, in 5e]? Sure it can! You could even refluff things so that it's not about "preparing/studying your spellbook" and roleplay your character accordingly. You have a spellbook you consult, it holds your recipes for your "brews," notes on extraplanar entities, symbols to write up a protective [or offensive] talisman, and yeah among other things, some spells. You have the PC work their magic through rituals, as much as possible, pick up Nature Lore knowledge and herbalist tools and whatever else you feel a Witch should be. Totally valid and easily doable Witch, in game, right now...or for BECM, 1e, 2e, etc... OR, you could say the archetypal creature, the variations and options from legend, history, literature, and pop culture are certainly distinct enough, as a core fantasy concept, to warrant its own class. [/QUOTE]
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