Hell yeah. I think warlock nd sorcerer make great foils.Cool, I'd probably make some changes.to each, no full casters, but I think it would be a cool core 4. Warlock over Sorc as the more Caster leaning.
An actual priest class, paladin, an alchemist, etc.Knight, Assassin, Necromancer would be three; there isn't a decent replacement for Cleric that isn't just Cleric by another name (and to me Druid is just a specific type of Cleric using another name).
Nah, we have ten thousand things with them at center.You list four species I would never replace (orcs can go as playables). It's all the other ones that need to go.![]()
That surprises me. Fantasy without humans isnt exactly unheard of.As far as Species, I struggle if we remove the 'core' as they are sssssssssssssssssssssuper foundational to everything Fantasy for me.
This is actually harder than I thought. Wow.
Goblin, think Pathfinder 1 Goblins, yeah, those ones. Thats right.
Goliath 'Big Guy/Girl' species.
Plant species.
Elemental Type. Genasi essentially.
Yeah I guess. I really wouldnt like to do that however. Without Human/Elf/Dwarf/Halfling, I have problems with a setting.
what if it could be more than 12?CLASS
Swordmage, Avenger, Druid, Ranger (e.g. 4e's Hunter subclass)
or
Paladin, Monk, Warlord, Sorcerer
If, that is, it has to be only four. If I'm allowed more, then all of those plus several more (e.g. Assassin and Artificer)--basically everything from my 25 core class concepts list, other than the four forbidden options, of course.
See that already hints at a vibe for thw world. I like that.SPECIES
Dragonborn, obviously, but also satyrs, minotaurs, wemics, musimon (goat-folk), my gnome/halfling merger species, warforged, some kind of proper plant species, tieflings, genasi, and changelings.
Hell yeah.RELIGION
Taking several leaves from Eberron--making religion much more a true article of faith, making complex interconnections between different major faiths, having somewhat more depth than typical TTRPG religion content, etc. I think I wouldn't go quite as far as Eberron does, but I'd be paying attention. And, of course, one pantheon would be the one where all the gods are dragons. (Or, possibly, that's a particular take on it which not all people ascribe to.)
Pretty sure anything else would be too context-specific to really comment on.
That surprises me. Fantasy without humans isnt exactly unheard of.
Well, my full list of 24 (not 25 as I had previously said) class-concepts starts from the existing 13 of 5e, and adds, in no particular order:what if it could be more than 12?
Exactly! I wanted a feel that communicated the wild power and fey touches in various ways, with some subtle hints of other elements. E.g. the warforged (probably by a different name) don't know who first created them, and don't know how to build new forging engines, so they're constantly in peril of losing their population sources. That implies ancient magic by forgotten ancestors, which is a juicy story to dig into, but one that plenty of individual warforged might not care at all to solve. "Not my problem" sort of thing.See that already hints at a vibe for thw world. I like that.
I'd probably also take some inspiration from FFT. The way religious litany plays a role in magic is very interesting, and executed in a way that implies deep doctrine without actually letting us see that doctrine.Hell yeah.
Not a bad way to think about it.This is a really easy question to answer. I would just take these 4 Base "classes" as their roles (as they had in D&D 4E) and then look at 4E and take the best classes for each of those roles:
Classes:
Cleric is a Leader -> Warlord. Commanding others around, motivating them with your speak etc.
Rogue is a Striker -> Assassin (using shadow "magic"). Similar to a rogue, but more focused and cooler.
Fighter is a Defender -> Berserker Barbarian. Being able to protect allies but then go full ham raging.
Wizard is a Controller -> Protector Druid: Being able to summon creatures and plants to control battlefield.
I like these ideas. Shifter is a great inbetween race. I am tempted to not have a 'mostly normal' race, but if i do they are a great pick.Races:
Here some kind of "normal" race is needed for people who like to play it. If Human is not allowed, then I would do something similar to it, so as an example "Human but blue" and make it flexible or maybe just something like "Shifter". They look like Humans, but can transform. And having many different subraces to make it flexible
Shifter as a "normal looking" race one can take
Dragonborn since its just cool
Tiefling the same
Revenant as a "flexible" race mechanically, can take aspects of other races (being reborn)
I am so annpyed with my phone. I meant 'cannot be more than 12'. What would your 'corebook' list be if ypu had to cut the list into core and supplementary?Well, my full list of 24 (not 25 as I had previously said) class-concepts starts from the existing 13 of 5e, and adds, in no particular order:
Avenger
Shaman
Warlord
Invoker
Psion
Alchemist
"Machinist" (still shopping around for a better name; think "combat engineer" + tinkerer + guns)
Swordmage
Summoner
Assassin
Warden
I think these, plus the 13 existing 5.0/5.5 classes (as Psion has not been added yet), cover ground so comprehensive, the only additions you might need would be setting- or campaign-specific, which would thus not be appropriate for generic usage.
Nice.Exactly! I wanted a feel that communicated the wild power and fey touches in various ways, with some subtle hints of other elements. E.g. the warforged (probably by a different name) don't know who first created them, and don't know how to build new forging engines, so they're constantly in peril of losing their population sources. That implies ancient magic by forgotten ancestors, which is a juicy story to dig into, but one that plenty of individual warforged might not care at all to solve. "Not my problem" sort of thing.
FFT?I'd probably also take some inspiration from FFT. The way religious litany plays a role in magic is very interesting, and executed in a way that implies deep doctrine without actually letting us see that doctrine.
I like it. All options point back to the vibe of the setting.Working off of PHB only…
Core classes: Druid, Bard, Barbarian, Warlock (possibly Int-based if modifications are allowed)
Base Species: tiefling, gnome, goliath, orc
Setting is a primeval world with Nordic/slavic/celtic/germanic inspiration, civilisation vs evil spirits of nature kind of feel.
Aha, fair enough. If I had to pick twelve, probably...I am so annpyed with my phone. I meant 'cannot be more than 12'. What would your 'corebook' list be if ypu had to cut the list into core and supplementary?
Final Fantasy Tactics. I was exposed to its story elements through other games, but was pleased to learn that those elements were present in the original. Religious characters speak litany lines to perform magic; things like, "I call out to the skies and tremble as the brilliance of a thousand bolts blinds mine enemies and tears their flesh asunder", or "To the current of life we succumb, its judgment swift and final, its bite as cold as steel", or "To live by the sword is to die by the sword: there is time enough for regret in the flames of Hell." Those all from sincere religious folks--ones who are genuine heroes. Then you have wicked supernatural beings who have their own magic: "Denizens of the abyss, from ink of blackest night, I summon you", or "Simmer does the light of life before rising to the heavens in a cleansing conflagration of divine benevolence."FFT?

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.