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Your ideal class orgainization
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<blockquote data-quote="steeldragons" data-source="post: 7377386" data-attributes="member: 92511"><p>Pulling from the "Let's make a Warlord for 5e" thread -seems more appropriate to expound upon here- one could also go the route of sorting classes by "meshing" abilities for every base class...as I alluded to in a previous post. </p><p></p><p>This organization, which I am warming up to more and more,would give you a game presenting something similar to the following...</p><p></p><p>OO! WHAT IF...instead of 3e+ style MCing, part of the game and class organization is worked up like ye olde Thief-Acrobat or Bard? If you're a fighter, you be a fighter for, like, at least 3 but no more than 5 levels, you can take one of the "subclass" options or just continue on the straight-up Fighter track?</p><p></p><p>So, you want to be a barbarian, fine. You're a fighter running around in a loin cloth with a battle axe for 3-5 levels and then you take/become a [Fighter-]Barbarian and the rest of your progression is your Barbarian tricks and features and rage shtick.</p><p></p><p>Want to be a paladin? Great! You buy your armor and sword. Maybe get a horse. You play the pious knight-in-shining-armor for 3-5 levels and then you can take/become a [Fighter-]Paladin tricks and features and auras and "hand laying" shtick.</p><p></p><p><strong>Fighter</strong>: be the normal fighter-warrior guy, whatever flavor/style you want. Hits reliably, damages reliably, stays standing longer than most. All armor. All weapons. NO Magic.</p><p>--Barbarian: the Con. Ftr., Signature thing: Rage, deals more damage, gets some survival/endurance skills, NO MAGIC!</p><p>--Warlord: the Int. Ftr., Signature thing: Inspire, hits more often (through others), others stand longer (helps with saves), gets some interactive/leadership skills, NO MAGIC!</p><p>--Paladin: the Wis Ftr., Signature thing: Auras & Divine magic, better hit/damage/control through magic effects & limited spells.</p><p>--Ranger: the Dex. Ftr., Signature thing: "Marks" [favored prey/quarry/enemies] & limited Nature magic, limited hit/damage/control through magic effects & limited spells, some nature/stealth skills.</p><p>--Swordcaster ["spellsword, swordmage, eldritch knight," whatever]: the Cha. Ftr., Signature thing: Arcane [or Mystic/psychic?] magic, better ability (hits/damage/field control/what have you) through magical effects & limited spells. Basically, a Ftr-Sorcerer or Ftr-Mystic vs. a Ftr-spell-casting-MU/Wizard. A Jedi. Let's call it what it is, it's a D&D Jedi.</p><p></p><p><strong>Mage:</strong> be the normal magic-using spell-slinging guy, whatever flavor you want. Casts spells, know lore n' stuff, squishy squish but eventual uber power. No armor. Limited weapons. ALL Magic. </p><p>--Illusionist: the Dex. MU, Sig: Illusions, arcane magic, perception manipulation/control.</p><p>--Psychic: the Con. MU, Sig: Mental Powers, mind and force manipulation/control.</p><p>--Hedge/Witch: the Wis. MU, Sig: Hexes, arcane & nature magic, nature & crafting tricks & skills.</p><p>--Sorcerer: the Cha. MU, Sig: Spell Topic Trees/Metamagic, arcane magic, at-will powers.</p><p>--Battlecaster: the Str. MU, Sig: Martial Prowess, arcane magic, some armor, some more weapons. </p><p></p><p>Rogue</p><p>--Thief: Cha. Rog.</p><p>--Acrobat: Str. Rog.</p><p>--Assassin: Con. Rog.</p><p>--Bard: Wis. Rog.</p><p>--Investigator: Int. Rog.</p><p></p><p>Mystic</p><p>--Cleric: Str. Mys.</p><p>--Druid: Con. Mys.</p><p>--Warlock: Cha. Mys.</p><p>--Necromancer: Int. Mys. </p><p>--Monk/Ascetic: Dex. Mys.</p></blockquote><p></p>
[QUOTE="steeldragons, post: 7377386, member: 92511"] Pulling from the "Let's make a Warlord for 5e" thread -seems more appropriate to expound upon here- one could also go the route of sorting classes by "meshing" abilities for every base class...as I alluded to in a previous post. This organization, which I am warming up to more and more,would give you a game presenting something similar to the following... OO! WHAT IF...instead of 3e+ style MCing, part of the game and class organization is worked up like ye olde Thief-Acrobat or Bard? If you're a fighter, you be a fighter for, like, at least 3 but no more than 5 levels, you can take one of the "subclass" options or just continue on the straight-up Fighter track? So, you want to be a barbarian, fine. You're a fighter running around in a loin cloth with a battle axe for 3-5 levels and then you take/become a [Fighter-]Barbarian and the rest of your progression is your Barbarian tricks and features and rage shtick. Want to be a paladin? Great! You buy your armor and sword. Maybe get a horse. You play the pious knight-in-shining-armor for 3-5 levels and then you can take/become a [Fighter-]Paladin tricks and features and auras and "hand laying" shtick. [B]Fighter[/B]: be the normal fighter-warrior guy, whatever flavor/style you want. Hits reliably, damages reliably, stays standing longer than most. All armor. All weapons. NO Magic. --Barbarian: the Con. Ftr., Signature thing: Rage, deals more damage, gets some survival/endurance skills, NO MAGIC! --Warlord: the Int. Ftr., Signature thing: Inspire, hits more often (through others), others stand longer (helps with saves), gets some interactive/leadership skills, NO MAGIC! --Paladin: the Wis Ftr., Signature thing: Auras & Divine magic, better hit/damage/control through magic effects & limited spells. --Ranger: the Dex. Ftr., Signature thing: "Marks" [favored prey/quarry/enemies] & limited Nature magic, limited hit/damage/control through magic effects & limited spells, some nature/stealth skills. --Swordcaster ["spellsword, swordmage, eldritch knight," whatever]: the Cha. Ftr., Signature thing: Arcane [or Mystic/psychic?] magic, better ability (hits/damage/field control/what have you) through magical effects & limited spells. Basically, a Ftr-Sorcerer or Ftr-Mystic vs. a Ftr-spell-casting-MU/Wizard. A Jedi. Let's call it what it is, it's a D&D Jedi. [B]Mage:[/B] be the normal magic-using spell-slinging guy, whatever flavor you want. Casts spells, know lore n' stuff, squishy squish but eventual uber power. No armor. Limited weapons. ALL Magic. --Illusionist: the Dex. MU, Sig: Illusions, arcane magic, perception manipulation/control. --Psychic: the Con. MU, Sig: Mental Powers, mind and force manipulation/control. --Hedge/Witch: the Wis. MU, Sig: Hexes, arcane & nature magic, nature & crafting tricks & skills. --Sorcerer: the Cha. MU, Sig: Spell Topic Trees/Metamagic, arcane magic, at-will powers. --Battlecaster: the Str. MU, Sig: Martial Prowess, arcane magic, some armor, some more weapons. Rogue --Thief: Cha. Rog. --Acrobat: Str. Rog. --Assassin: Con. Rog. --Bard: Wis. Rog. --Investigator: Int. Rog. Mystic --Cleric: Str. Mys. --Druid: Con. Mys. --Warlock: Cha. Mys. --Necromancer: Int. Mys. --Monk/Ascetic: Dex. Mys. [/QUOTE]
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