I like the idea of crossing boundaries of class as you level up but I never liked multiclassing. Sacrificing spell abilities to learn advanced fighting techniques is a great way of player choice to customise their character. It does make balancing a bit harder but if you want a warrior Mage he won't be as good as either pure class and maybe slightly weaker overall for the level but that is the choice you make. As I said in a previous post having unique game mechanics for each class is a great...
View full commentI like the idea of crossing boundaries of class as you level up but I never liked multiclassing. Sacrificing spell abilities to learn advanced fighting techniques is a great way of player choice to customise their character. It does make balancing a bit harder but if you want a warrior Mage he won't be as good as either pure class and maybe slightly weaker overall for the level but that is the choice you make. As I said in a previous post having unique game mechanics for each class is a great thing and if you can mix them up if you choose then all the better.
I like the idea of giving the Fighter some distinct sub-systems. As others have mentioned, I don't feel like basic combat actions should ever be exclusive to the fighter (disarming, tripping, charging, etc).. but truly spectacular shows of martial talent should be exclusive to the Fighter and its derivations. Stuff like tearing off the giant's arm, or executing complex attack sequences. The idea of being able to swap extra attacks for maneuvers is a particularly exciting one to me. My only...
View full commentI like the idea of giving the Fighter some distinct sub-systems. As others have mentioned, I don't feel like basic combat actions should ever be exclusive to the fighter (disarming, tripping, charging, etc).. but truly spectacular shows of martial talent should be exclusive to the Fighter and its derivations. Stuff like tearing off the giant's arm, or executing complex attack sequences. The idea of being able to swap extra attacks for maneuvers is a particularly exciting one to me.
My only concern is, I feel that Rogues and Fighters do need some overlap in their ability to target an enemy's weak points. They achieve it different ways—maybe a fighter bashes the orc in the face and stabs him in the throat, while a rogue sneaks up from behind with a knife, but either way they both aim for the soft spots. A ranger getting to exploit both methods would make them great for Commando type characters, which I like.
A sub system that lets fighters run the gamut from the dirt simple "I swing my sword and it always works" to master duelists (that can somehow apply the same skills against giant monsters) would be great, is my point. I've always wanted to play a Fighter who can fight smart, and maybe even leverage ability scores other than Strength.
I love the idea of expanding on Sneak Attack, and I love the idea that Fighters can get their back stabs in too. Making surprise attacks their own sub-system would grant all kinds of fun options fo combat and sneaky characters alike. After all, if its a universal mechanic, combat characters and stealth characters can get their own special ways of inflicting sneak attacks. Maybe a duelist can slip a light one in any time they trip up their opponent, while an assassin can end the fight with a...
View full commentI love the idea of expanding on Sneak Attack, and I love the idea that Fighters can get their back stabs in too. Making surprise attacks their own sub-system would grant all kinds of fun options fo combat and sneaky characters alike. After all, if its a universal mechanic, combat characters and stealth characters can get their own special ways of inflicting sneak attacks.
Maybe a duelist can slip a light one in any time they trip up their opponent, while an assassin can end the fight with a single crippling blow from the shadows.
I'd like to see an playtest happen with two level 6 rogues in the party, one that works like Rob's and one that work's like marcos9999's. Then I will be able to decide. Both sound like good ideas, but I'd have to see them in action to decide.
This sounds similar to 2e skills and powers. Possibly have class related abilities that cost character/skill points. Example: fighter class ability that costs 10 points. Sacrifice this class ability to pay for a mage class ability that only costs 5 points. It could individualize character generation, and limit the amount of multiclassing that happens.
I like the view Earthdawn took, that magic is such a pervasive thing that it effected almost everything to a certain extent and that over time martial types learned how to utilize this to their advantage
Personally I believe that you have to adjust your perspective of realism as you go. A first level fighter should not necessarily be a super hero. And a first level wizard should be equally as effective, yet have the frill of magic. Later on, you have to accept that a level 10 fighter is not a UFC fighter, he is Conan. And at level 15, he is stronger than any human being that has ever lived. When you start to put those things into perspective, it makes more sense. A human fighter pushing a...
View full commentPersonally I believe that you have to adjust your perspective of realism as you go. A first level fighter should not necessarily be a super hero. And a first level wizard should be equally as effective, yet have the frill of magic. Later on, you have to accept that a level 10 fighter is not a UFC fighter, he is Conan. And at level 15, he is stronger than any human being that has ever lived. When you start to put those things into perspective, it makes more sense.
A human fighter pushing a dragon, that's perposterous... Unless, he has super human strength. A level 15 fighter with 23 strength can lift 600 lbs. over head, slightly over the actual world record. If you use the x5 multiplier, you figure they can lift 3000 lbs. And if you set a dragons weight at around 2 tons, a 23 strength fighter being able to push one, seems plausible. While this is a very specific comparison, the point remains. The characters are supposed to be larger than life and at a certain point, they break out of what we would consider possible. Otherwise, martial classes would be limited to level 10 because the human body can't sustain the physicality of a character of greater level.
One-hour D&D game concept is the single most brilliant idea I have read here so far. It should be the basis of the new D&D. Building from there will be much more logical and accurate.
This is how I always thought, but the mechanic of the game makes it difficult. I'll be running a 3 hours game this Friday, first we ever make it this short. I'll try to cut on the rules (especially in the fights!) and makes it more like a roleplaying game than a throwing dice session. Word of rule is: fun. I'll have to tweak things a bit but i'LL make it FUN! I hope next iteration will encourage short games. Because we gotta admit, we begins to have real lifes now ;)
Gotta be paladin, you get it all - spells, big armor and weapons, unique special abilities, and some really cool roleplaying hooks. Rangers are a close second, though I've never really agreed with them getting spells... I think they were at their finest in 3.5 with a lot of skill points and good fighting and stealth. Wizards should be awesome, and often are fun... but there's always been something lacking. I think it's that magic in stories is fantastic, and in D&D it's rather mundane....
View full commentGotta be paladin, you get it all - spells, big armor and weapons, unique special abilities, and some really cool roleplaying hooks. Rangers are a close second, though I've never really agreed with them getting spells... I think they were at their finest in 3.5 with a lot of skill points and good fighting and stealth.
Wizards should be awesome, and often are fun... but there's always been something lacking. I think it's that magic in stories is fantastic, and in D&D it's rather mundane. You can't cow a cowherd by throwing a shower of sparks... even though you really should be able to.
I like Warlord and Bard. Perhaps more so Bard although I never cared for the whole "musician/dancer" theme that is forced to accompany their basic skills and role. I enjoy having lots of skill options and in battle primarily strengthening my allies. In fact, I would like it very much if there was a class that really strengthened the concept of giving your allies bonuses and maybe even getting to choose which bonuses to give which allies at which time while outside of battle primarily...
View full commentI like Warlord and Bard. Perhaps more so Bard although I never cared for the whole "musician/dancer" theme that is forced to accompany their basic skills and role. I enjoy having lots of skill options and in battle primarily strengthening my allies.
In fact, I would like it very much if there was a class that really strengthened the concept of giving your allies bonuses and maybe even getting to choose which bonuses to give which allies at which time while outside of battle primarily relying on knowledge and diplomacy.