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Switch to Forum Live View How Classes Should be Presented
10 months ago  ::  Aug 20, 2012 - 7:26AM #1
Lobo_odin
Date Joined: Aug 28, 2009
Posts: 6

How a class should be presented in my point of view.
I’ll take the fighter as sample.


STARTING FEATURES,
Ability Bonus: +1 to STR or DEX or CON
Proficiencies: All weapons, armors and shields.
Starting HP: CON score + Full Hit Dice
HP Progression: +1d10 per Level


Level


Class Benefits


1


Combat Superiority,   Fighter Weapon Training (+1), Initial Fighter Style, Expertise Dice (1d6)


2


Fighter Style


3


Expertise Dice (1d8)


4


Fighter Weapon   Training (+2)


5


Expertise Dice (2d8)


6


Fighter Style


7


Expertise Dice (2d10)


8


Fighter Weapon   Training (+3)


9


Expertise Dice (3d10)


10


Fighter Style


 


Combat Superiority; Staring feature of Expertise Dice. Start with Deadly Strike and Parry.
Fighter Weapon Training:  Get +1 to hit with trained weapons.
Expertise Dice: Value of the expertise dice.
Initial Fighter Style: Start in a Fighting Style. Every fighting style have 3 maneuvers (Initial Maneuver, Expert Maneuver and Master Maneuver).
Fighter Style:  Start a new fighter style, or improve one.


WEAPONS
Sample of some weapons:


Name


Cost


Accuracy


Damage


Group


Special


Hand Axe


15gp


+2


1d6


Axe


Throwing Weapon   (10/20)


Short Sword


20gp


+3


1d6


Light Blade


 


Broad Sword


70gp


+1


1d10


Heavy Blade


Two-Handed Weapon,   Huge Weapon


Huge Weapon: Can’t be used by small/tiny creatures.


Later,
They can change, some of this skills,
Even the “Weapons Training” could change in other “Modules”. Making easier to create other ways to play this character without changing or presenting other tables. Just creating other skill to trade with this one.

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10 months ago  ::  Aug 20, 2012 - 7:41AM #2
Orkbard
Date Joined: Mar 3, 2012
Posts: 508
Thats definately easier to read and take in quickly.
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10 months ago  ::  Aug 20, 2012 - 8:13AM #3
Ranger-of-Cormyr
Date Joined: Apr 2, 2012
Posts: 372
This is a playtest, not the final document. I'm sure the finished product will be presented in a clear, concise and colourful format.
Everything expressed in this post is my opinion, and should be taken as such. I can not declare myself to be the supreme authority on all matters...even though I am right!
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10 months ago  ::  Aug 20, 2012 - 8:58AM #4
Nivek_Loneshadow
Date Joined: Nov 13, 2001
Posts: 1,398
Are you trying to sell us your formating or the fact that this is an entirely different fighter which you prefer over the playtest?
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10 months ago  ::  Aug 20, 2012 - 10:35AM #5
Lobo_odin
Date Joined: Aug 28, 2009
Posts: 6

Seriously,
I don’t want to sell anything,
I think I’ve used a wrong keyword here.


Look at the table and notice that I don’t used a single Base Attack progression, of even a DC for spell progression. Just skills and class traits. That makes easier to change with a future module, or even trade with other similar trait/skil/ability/power.


I don’t want to see anything colorful right now,
I just think that we don’t need tables in EVERY class,
We don’t need a DC table, or Weapon Attack, Magic Attack, even a spell slots.


The rest it’s all the same with different names. 

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10 months ago  ::  Aug 21, 2012 - 4:48AM #6
Intruder314
Date Joined: Jul 9, 2010
Posts: 66
I think they need to rework naming convention for the Fighter's "Combat Superiority" feature, as it stands it's basically a redundant term when it grants a mechanic called "Expertise Dice".

Either call them "Superiority Dice" or rename the power to "Combat Expertise" or better still "Expertise" then you have clear and consistant naming for this feature.
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