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Results for tag: class
Posted by:
kezzek
on Mar 9, 2013 at 04:47:48 AM
Multiclassing could be assisted by separating the mechanics of each base class and then clearly differentiating the mechanism for it. Combining classes during multiclassing would therefore create unique characters in both theme and mechanic.
An example of this would be: Arcane Classes: Warlocks (all at will spellcasters) Sorcerers (all encounter based casters) Wizards (including all Vancian daily spellcasters) Divine Classes: Clerics (daily divine casters) Paladins (at will divine casters) Bards or Healer or Priest?? (encounter based casters) Martial Classes: Fighters (at will powers) Barbarians (daily powers) Rangers (per encounter powers) Psi or Ki type classes: Psion (daily powers) Monk (at will powers) Warlord?? (encounter powers) Players could then multiclass between arcane, ...
Posted by:
kezzek
on Mar 4, 2013 at 12:20:46 PM
The final option could be a custom point buy class. Point buy system could be something like this.
Posted by:
The_Jester
on Feb 16, 2013 at 03:59:02 PM
With the design of 5th edition still underway, I wanted to rant a little about the ability (or rather the current inability) to add PC classes to monsters. Being able to make an orc into an orc fighter is pretty vital to my enjoyment of the game, mostly because making a classed creature equates with the DM’s ability to make NPC opponents. This is a topic with some baggage, which needs to be discussed and acknowledged: past attempts have led to preconceived assumptions of what mixing classes and monsters means. What Has Come BeforeAlmost no monsters had classes in the first couple editions. You had monsters and you had PCs and the rules were sketchy when you tried to make an encounter with say human fighters or an evil necromancer. You could add classes to some humanoid monsters, ...
Posted by:
kezzek
on Feb 13, 2013 at 10:34:33 AM
To provide a different feeling for each class I propose using different mechanics for each.
Fighter - Martial Damage Dice (replenished each round) Wizard - Vancian spell system (replenished each day after long rest) Cleric - Something like the Divine Favor System (named by Wrecan) community.wizards.com/go/thread/view/758... Described by me at: community.wizards.com/kezzek/blog/2013/0... Rogue - Skill tricks, skills, bonuses, and abilities all applied at will without limits Sorcerer, Warlock - powers as in 4th edition (at will, per encounter, per day) Psion, Monk - Power points or Ki pool....
Posted by:
kezzek
on Feb 6, 2013 at 04:17:29 AM
It seems like there is always a push to create new classes to develop a character for every individual concept.
I think this is problematic. A character class should not represent a single conceptualized character. Otherwise, it would require thousands of classes to fit every conceivable idea. Character class should represent a mechanic. A mechanism for developing the concept that you envision. So you want to create an assassin class. Is it necessary? Can you create your killer using the rogue mechanic, or the wizard mechanic, or the fighter mechanic, or the cleric mechanic? If not, what is missing? Is there just a new power that you want? If that is the case, the solution is to create a new power, not create a new class. This same holds true ...
Posted by:
kezzek
on Feb 5, 2013 at 06:00:40 AM
What is a class? How much should it determine the limits of a character and the character's flavor and direction?
I am of the opinion that unless a class has an entirely new mechanic, it does not need to be an independent class. If one class resembles another, simply add the new class as an optional subclass. There is already an assassin-type rogue. Unless a new assassin is highly unique, it need not be built. If it is just going to be a multiclass rogue/wizard or a rogue/fighter or a rogue/cleric, then it does not need to be built. 1. Magic-Users should have a Vancian spell chart (which I don't differentiate between divine and arcane spells just yet since some players might want to dip into this class to receive a limited Vancian ability for their characters). Each ...
Posted by:
alakai.i.walters
on Nov 27, 2012 at 05:22:32 AM
Upon a recent posting about the design of the Paladin Classs, learned that the ranger will be designed in a similar fashion, and that the biggest issue with the ranger is incorporating the animal companion.
Posted by:
Cerius
on Sep 8, 2012 at 02:08:18 PM
Warlock Casting
Posted by:
Cerius
on Sep 8, 2012 at 02:04:16 PM
Cleric Character Level / Spell Level → Standard slots
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