General
- Classes provide maneuvers or spells, as well as crucial abilities (at low level) and various capstones (on the 5s).
- Paths provide secondary flavor. It can be very cool, like Bladebounds, Manifesters, Channelers, etc...but it's still secondary in terms of raw power. So you probably won't get +500% damage from a path ability (unless maybe it took 5 rounds to charge up).
- Feats mostly focus on core game mechanics--fighting, saving throws, hit points, action points, etc. Highly-flavored abilities belong in a Path.
Classes
Cleric
I'm contemplating doing some major shaking up here. Maybe clerics aren't pure spellcasters at all. They seem to be at their best when they're badass at a narrow scope of abilities specific to their faith.
Here's an idea: you get a few spell spheres, based on your religion (no need to specify in the rule system itself, just pick a few that work). Each one grants "domain powers" specific to its flavor, coded into the Cleric class; these aren't powers non-Clerics have. Domain powers are serious business, and should be heavily relied upon.
You need not prepare spells; you have access to all spells in your spheres at all times. You still must spend Mana, for some portion of the power comes from your own spirit. Domain powers usually grant some non-Mana abilities, just in case the sphere didn't have good cantrips.
They have no special relationship with undead. The Healing, Light, Death, etc domains will naturally deal with that, but other domains do their own thing. Hell, some Clerics can't even heal at all, although most domains will allow healing in some form. Overwatch logic applies: support is support, even if it doesn't come in healbot form.
They can still have access to weapons, because each faith takes their own stance on that. I'm less sold on heavy armor--there's something awfully fishy about a "man of god" who claims to be divinely protected, but wears thick plate mail everywhere he goes. Still, I wouldn't want to slaughter any sacred cows, so I'll keep that option around, too (I mean, does "armor proficiency" mean anything, anyway? Shouldn't it just be self-balancing?). But I might add a "faith" bonus for those who forego heavy armor, inspiring their allies with the idea that god really is on their side--assuming you aren't just a crazy person who wears cloth to a swordfight.
Unique mechanics:
- Domain powers
- Divine intervention: long the staple of clerics, let's flesh this out and make it available at every level. Hero Points might not exist for everyone (TBD), but Clerics sure can arrange the occasional coincidence in their favor, and sometimes just straight up appeal to a higher power to break the rules.
Druid
This one is an interesting challenge, considering that the sexiest mechanics--Channeling, Summoning, Shifting, Totems, and spells--are all outside the class rules. I need to go back to ground and really meditate on this class.
Right away, my first idea is that the Druid is someone who embraces their element. They don't go to the desert and wish it was raining. They don't see the onset of winter and wish for more days of warmth. They accept the world as it is, and are empowered by their unity.
This lends itself to a powerful unique mechanic: Elements. You're always in an Element, depending on your situation. They aren't terrain types, like forest or mountain, they're primordial energies, like Life, Death, Fire, Frost, etc. Whenever you're in a given Element, you gain powers appropriate to that element, including access to spells, enhancements, free Mana, the loyalty of creatures of that type, etc.
It should be possible to draw upon magicks outside your current Element, but it's challenging and inefficient. You carry Totems, which have symbolic links to the other elements, and with application of will (read: Mana and levels), you can call upon those forces, distant as they are.
To keep things interesting, I think there are multiple axes of Element, so you're really in two at any time (or maybe more?). One way might be:
- Season: a long-running element, grants subtle powers.
- Cycle: dawn, day, dusk, night. grants slightly bolder powers, mostly meta (easy to draw upon Mana at dawn, easy to conceal yourself at night, etc)
- Element: prevailing magical energy. A forest is bound by Life, a desert by Fire, etc. Major implications on power availability.
Fighter
Maneuvers throughout. Stances at low level, more advanced ones at higher level.
Key abilities: Exploits. They usually have a requirement, such as "enemy is provoking an attack of opportunity" or "enemy just parried a blow that cost Stamina". The challenge is to set up enemies for Exploits, as they are very powerful when triggered.
Capstones: mainly focused on the zen of combat. Fighters should feel like samurai (but not too eastern; monks still exist).
Rogue
Has maneuvers, but less about DPS tactics and more about combat utility (mobility, debilitation, etc). Uses Focus more than Stamina.
Lots of built-in abilities around stealth, initiative, etc.
Unique mechanic: Edge. It's all about gaining the advantage in specific situations, and requires staying one step ahead of your enemies. Rewards you for things like attacking an enemy for the first time in a given encounter; penalizes you for being damaged, having attacks avoided, etc.
Capstones: improbable feats of athleticism, acrobatics, and sleight of hand. Usually Edge combo breakers.
Sorcerer
Unsurpassed wielders of magic in its purest form, with no limitations but their own skill.
See Sorcerer.
Wizard
Spellbooks and preparation are a big deal.
Going all in on wizardly orders. Being part of an order is what makes you a Wizard, as opposed to a Sorcerer.
Unique mechanics:
- Spellbook: your choice of vessel changes how you discover magic. Incorporating knowledge of other wizards is a huge boon, but not without its dangers.
- Spellcraft: personal item creation. Super useful.
- Preparation: "spell slots" are a convenience, but you can actually cast any spell you know if you pass a few checks (don't recommend failing them).
- Order: membership in a wizarding order grants many privileges, but also imposes responsibilities and limitations, depending on the type of organization (lawful good wizarding orders are very different from "might makes right" types)
- Stole: universal across all orders (for gameplay reasons), represents a specialization (not specific to magic schools) of efforts. Comes with privileges and responsibilities.
Axed:
- School specialization. Just learn the spells you want. If there are any worthwhile abilities to be found in the 5e wizard paths, the flavored ones should go into spells or paths, and the pure mechanical ones should be feats.
- Arcane Recovery: bite me.
Paths
Pretty happy with new attributes, spell list, etc. The big question I'm facing now is what to do with paths. The paths in 5e are essentially a choice you make once, usually at 2nd level, which then pigeon-holes you forever. It makes everyone a specialist. Remember how, in 2e/3e, every wizard was a specialist? Yeah, I don't, either. Plus, even if you're absolutely sure at 2nd level that you want to be an Underwater Basketweaver forever, who's to say you won't have changed your mind by level 10? Or 20?
It seems there are a few natural choices:
- Paths in Chunks: My original idea for 5e advanced: take each of the 4-5 "chunks" that paths tend to be delivered in (level 2/6/10/14/18 or so for most classes) and pretend that's like a second class you're multiclassing into (for free). Every 4 levels or so, you'd either gain rank 1 of a new path, or advance your rank in an old path. Maybe Shifter 1 does it for ya from levels 1-4, but at level 5, you're thinking Channeler 1 looks sexier than Shifter 2.
- Advantages: Simpler design. Each path is basically a 5-level class. Each rank is pretty darn impactful. Can multi-path to your heart's content, or lazer-focus, or anything in-between.
- Disadvantages: Infrequent choice. Can go multiple levels without any new choices to make (especially if you aren't a spellcaster). Perhaps this can be mitigated by good DMing.
- 1 talent/level: Drawing from pre-d20 System 6 (a resource worth reviewing; has a few good ideas), what about offering 1 talent choice per level, typically (but not strictly) grouped into chunks of 4-5 thematically-linked talents. Similar to "paths in chunks", but more flexible for both designer and player.
- Advantages: Meaningful choice every level. Compared to 5e's total lack of choice, that's so important it deserves to be said again: meaningful choice every level. Also, two members of the same class can have very different builds, even if they have a lot in common.
- Disadvantages: May result in artificially splitting up abilities that might make more sense grouped together (random example: Wild Shape might grant 5 different forms over 5 talents, instead of "whatever you want under CR x" as soon as you take it). Although this might be more balanced, if less fun.
- System 6 Paths: In System 6 (aka 6d20), each time you gained a level in a class, you also gained a level in a path. Thus, a 20th-level Mage might have 20 levels in Magus, or 10 in Magus and 10 in Eldritch Knight, or 5 in Artificer, 7 in Magus...you get the idea. Combines the 1 talent/level idea with the more rigid structure of the "chunks" concept.
- Advantages: by codifying a path into a specific 20-level progression, it is possible to create more "D&D-ish" progression, if that's a thing. There's still meaningful advancement at (mostly) every level, but the designer has the freedom to break away from the strictness of a talent-based progression. Easier for beginners.
- Disadvantages: fewer choices; a player happy with their path is stuck on it, with no more choices to make.
It's worth noting that a big problem with System 6's paths is that they were, in the long run, too constricting. It was fun for a few years, but players eventually wanted to break free of the mold the designers set for them. Of course, this isn't specific to 20-level paths--it's a problem with any system where paths are per-class instead of global. Let's consider that argument briefly:
- Class Fantasy
Class-specific paths | Global paths |
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Point: I'm able to offer highly-customized rules, specific to each class fantasy. So even if there are a half-dozen fighter/spellcaster hybrid paths, they each have a special something that makes them "feel" like that class in particular. |
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Counterpoint: But the players can only play the paths the designer intended. Sure, Bladebound is great for a fighter/warlock, but what about a roguelock? No sneaking built in, sorry buddy. A universal fighter/caster hybrid path could work not only for the classes that existed when it was designed, but all future classes as well. |
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Rebuttal: It's perfectly possible to offload the essential mechanics of, say, a hybrid caster/fighter, onto a global path, while encoding the class-specific element into class-specific rules, such as spells. For instance, a Bladebound might use Invocation spells to bind demons into his weapons, while a Death Knight uses Thaumaturgy spells to create a menacing presence. These are spells casters can take, too; the fighter has them because the hybrid path grants spell knowledge. Easy peasy. |
Counter-rebuttal: Yes, but that's not a proven concept. It's essentially the dragon System 7 has been chasing for 4 years, which has yet to materialize. And what exactly will this generic fighter/caster path grant? Pure rules? Mana and spell knowledge? Are all the global paths this boring? No, a bunch of them are highly flavored, and yet, that flavor seems to come at the expense of class-specific mechanics. Seems easier just to tie the path to the class, and duplicate as needed. I mean, isn't it just as simple as having a "stealthy hybrid" in addition to "heavy fighter hybrid" for each caster class? |
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Point: I'm worried that paths are going to get too heavy. System 6 paths are pretty basic--maybe a half-dozen named abilities, occasionally a small list of path-specific spells, that's about it. They are quite obviously lighter than actual classes, which is good--you don't want them stealing thunder from the actual classes. Some of these paths, though, seem like they just take over the character. I mean, is a Fighter with the Flameborn path really more similar to a Fighter with, say, Warlord, than he is to a System 6 Druid with the Shaman path? |
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Counterpoint: Of course not. The Druid casts spells. Flameborn is basically just a powerful race--it's like being a dragonborn or a half-giant or something. Melds well with Fighter. Why should only Druids have that option? There were countless instances in System 6 of characters who wanted to be a pure fighter being forced to level in a casting class just to get the path flavor they were looking for. I mean, Vi as a Death Knight / Witch? Jesus. |
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Rebuttal: I contend that a small list of well-thought-out global paths can provide the options PCs want, while not overpowering class choice. Class should be the most important choice in a class-based game--otherwise, you're doing it wrong. It's disingenuous to blame that on global paths, when it's really a question of the specific implementation, not the design strategy. I content that global paths have an easier time being more lightweight than classes, because they don't have to expend so much effort tying into the class fantasy. Let the class rules do that, FFS, and if they fail, that's the fault of the class designer. Global path choice is more oriented around role than class fantasy. You can be a Druid Who Fights, a Druid Who Casts, a Druid Who's Actually A Dragon--but you're still a Druid. Not a Shaman or a Channeler. |
Counter-rebuttal: I'll grant that the relative weight is more of a class design issue. Even so, I worry that the class-specific logic will get lost in translation. This is essentially the strategy that System 7 took, and there hasn't been a single character with as strong a class fantasy as the worst System 6 character in the 4 years since it went live. |
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Well, assuming you're not counting the brief System 6 version of BDH. |
Of course not! I'm an anthropomorphized design strategy, not a fucking heathen. |
- Ruling
It's a tough one. I'm actually swayed by the global paths argument, but I echo the sentiment of the class-specific paths.
God, I'm fucking insane.