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Who gets what?...Class Abilities
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<blockquote data-quote="steeldragons" data-source="post: 5826283" data-attributes="member: 92511"><p>Your definition of a spirit-channeling warrior does not, to me, sound like the Barbarian archetype, as I understand it. No offense intended, of course. A Shaman, sure. A certain kind of Druid, perhaps. Even, as Raith5 said, I could see it as a Native-American-esque Spirit/Totem-invoking warrior. Those are all cool, but they're not really "martial" types. </p><p></p><p>But I think Conan, Fafrhd and Beowulf would argue, it's not a "barbarian" in D&D archetypal game terms. </p><p></p><p>One of my biggest hopes for 5e/DnDNext, is for the Martial classes to be <em>"Martial"</em> not "Magical/Supernatural". For them to be cool, have cool stuff to do without "Magic powers". I want "Non-caster" and "Caster" classes to be just that.</p><p></p><p>The Paladin (on the Fighter side) and the Bard (on the Rogue side) ought to be the exceptions to those subclasses, not the rule for all class archetypes. You may or may not have noticed that I didn't suggest giving the Paladin and Ranger (nor any of the others) <em>any</em> sort of "spell use". That's just my preference/hope for the new edition.</p><p></p><p>Make the martial warriors and rogues great at what they do. Give them abilities that will scale with level and skills that will make them better at xyz than the Caster classes...sure, the casters will have some skills and some magics that might do some things faster or "supernaturally well", but that's what they have magic for. It does (or should) not make them "better" at stuff than the non-casters.</p><p></p><p></p><p></p><p>Just so. And I have no problem with variants of any/all classes being introduced somewhere in some supplement/expansion module/Greatest Mystic Warriors Complete Battle Book type thing. But for the beginning initial release, the "base" class of martial types should not have "supernatural" abilities (again, with Paladins as the exception, since Laying on Hands, Dt. Evil and being "better" at fighting demons & devils has always been their thing/part of their archetype and class.)</p><p></p><p></p><p></p><p>You seem to have missed the "or." I wasn't saying one way or the other. Assuming that the rules will give us options in this avenue to suit people's references. I have no trouble with Ftr's getting an automatic 10 HP per level.</p><p></p><p>My own homebrew, for years and years, I have given automatic max hit points at first level and then roll after that...but I also, almost invariably, let the players re-roll if they get a 1 or a 2...espcially if they are a big brawny fighter-type.</p><p></p><p>I would have<em> no</em> objections to the game stating, these are the HP you get every level (+Con bonus, I'd assume). But apologies if that came across as unclear. I was not asserting one way or the other to do it. Just laying down the HD I think each class should have.</p><p></p><p></p><p></p><p>True. Again, I was not advocating<em> having</em> to roll. Just putting it out there as an option if that's what people prefer.</p><p></p><p></p><p></p><p>Why not? Seems to me, people that want to play Fighter/Warrior types want to hit stuff. They want to do more damage and say HA killed it in one blow! Which, seems to me, an increasingly high level warrior typew should be able to do without requiring tons of extra feats or skills or specialization.</p><p></p><p>What would you come up with, without using "magical powers" that you would like to see added to the fighter-types as automatic (or gained through increasing levels). If I'd added in "Pick 1 extra Non-combat Skill (or Theme, since we know we're going to have Themes) at 1st level and pick other extras every other or every third level? That would have made you more happy? That's so much more interesting for playing warrior-types?</p><p></p><p></p><p></p><p>Easy there. I can come up with quite a lot, thank you. Simply because I did not specify a "Come and Get it" automatic power/rule does not mean it might not be available in the game. I was trying to go fairly "bare bones that capture a feel/archetype" without going crazy, pages long, with all kinds of additional "powers." </p><p></p><p></p><p></p><p>Ugh. This again. "The casters can do xyz so why can't I?" Play a caster class then! Multiclass/play a hybrid class! If I want to play "Conan" why am/should I be concerned about picking between dozens of extra "magical" powers? Or a Lancelot-type? Or a Mad Morrigan? Tanis Half-Elven? Even a burgeoning "sword master" kinda Soka guy (from Avatar:the Last Airbender) straight off some piddly village on the glacier?</p><p></p><p></p><p></p><p>And where in my presentation did I ever say or even suggest that you couldn't/shouldn't be able to do any of those things? This was a kind of "bare bones/starting at 1st level"...high level stuff, will no doubt come.</p><p></p><p></p><p></p><p>I wouldn't dream of it. So, to the point of the thread, what abilities would you build into the classes to make them...as you say, "badass", as you understand the necessity of the word?</p><p></p><p></p><p></p><p>Thanks (to [MENTION=66434]ExploderWizard[/MENTION], as well) for playing along. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p>--SD</p></blockquote><p></p>
[QUOTE="steeldragons, post: 5826283, member: 92511"] Your definition of a spirit-channeling warrior does not, to me, sound like the Barbarian archetype, as I understand it. No offense intended, of course. A Shaman, sure. A certain kind of Druid, perhaps. Even, as Raith5 said, I could see it as a Native-American-esque Spirit/Totem-invoking warrior. Those are all cool, but they're not really "martial" types. But I think Conan, Fafrhd and Beowulf would argue, it's not a "barbarian" in D&D archetypal game terms. One of my biggest hopes for 5e/DnDNext, is for the Martial classes to be [I]"Martial"[/I] not "Magical/Supernatural". For them to be cool, have cool stuff to do without "Magic powers". I want "Non-caster" and "Caster" classes to be just that. The Paladin (on the Fighter side) and the Bard (on the Rogue side) ought to be the exceptions to those subclasses, not the rule for all class archetypes. You may or may not have noticed that I didn't suggest giving the Paladin and Ranger (nor any of the others) [I]any[/I] sort of "spell use". That's just my preference/hope for the new edition. Make the martial warriors and rogues great at what they do. Give them abilities that will scale with level and skills that will make them better at xyz than the Caster classes...sure, the casters will have some skills and some magics that might do some things faster or "supernaturally well", but that's what they have magic for. It does (or should) not make them "better" at stuff than the non-casters. Just so. And I have no problem with variants of any/all classes being introduced somewhere in some supplement/expansion module/Greatest Mystic Warriors Complete Battle Book type thing. But for the beginning initial release, the "base" class of martial types should not have "supernatural" abilities (again, with Paladins as the exception, since Laying on Hands, Dt. Evil and being "better" at fighting demons & devils has always been their thing/part of their archetype and class.) You seem to have missed the "or." I wasn't saying one way or the other. Assuming that the rules will give us options in this avenue to suit people's references. I have no trouble with Ftr's getting an automatic 10 HP per level. My own homebrew, for years and years, I have given automatic max hit points at first level and then roll after that...but I also, almost invariably, let the players re-roll if they get a 1 or a 2...espcially if they are a big brawny fighter-type. I would have[I] no[/I] objections to the game stating, these are the HP you get every level (+Con bonus, I'd assume). But apologies if that came across as unclear. I was not asserting one way or the other to do it. Just laying down the HD I think each class should have. True. Again, I was not advocating[I] having[/I] to roll. Just putting it out there as an option if that's what people prefer. Why not? Seems to me, people that want to play Fighter/Warrior types want to hit stuff. They want to do more damage and say HA killed it in one blow! Which, seems to me, an increasingly high level warrior typew should be able to do without requiring tons of extra feats or skills or specialization. What would you come up with, without using "magical powers" that you would like to see added to the fighter-types as automatic (or gained through increasing levels). If I'd added in "Pick 1 extra Non-combat Skill (or Theme, since we know we're going to have Themes) at 1st level and pick other extras every other or every third level? That would have made you more happy? That's so much more interesting for playing warrior-types? Easy there. I can come up with quite a lot, thank you. Simply because I did not specify a "Come and Get it" automatic power/rule does not mean it might not be available in the game. I was trying to go fairly "bare bones that capture a feel/archetype" without going crazy, pages long, with all kinds of additional "powers." Ugh. This again. "The casters can do xyz so why can't I?" Play a caster class then! Multiclass/play a hybrid class! If I want to play "Conan" why am/should I be concerned about picking between dozens of extra "magical" powers? Or a Lancelot-type? Or a Mad Morrigan? Tanis Half-Elven? Even a burgeoning "sword master" kinda Soka guy (from Avatar:the Last Airbender) straight off some piddly village on the glacier? And where in my presentation did I ever say or even suggest that you couldn't/shouldn't be able to do any of those things? This was a kind of "bare bones/starting at 1st level"...high level stuff, will no doubt come. I wouldn't dream of it. So, to the point of the thread, what abilities would you build into the classes to make them...as you say, "badass", as you understand the necessity of the word? Thanks (to [MENTION=66434]ExploderWizard[/MENTION], as well) for playing along. :) --SD [/QUOTE]
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