[a / b / c / d / e / f / g / gif / h / hr / k / m / o / p / r / s / t / u / v / vg / vm / vmg / vr / vrpg / vst / w / wg] [i / ic] [r9k / s4s / vip] [cm / hm / lgbt / y] [3 / aco / adv / an / bant / biz / cgl / ck / co / diy / fa / fit / gd / hc / his / int / jp / lit / mlp / mu / n / news / out / po / pol / pw / qst / sci / soc / sp / tg / toy / trv / tv / vp / vt / wsg / wsr / x / xs] [Settings] [Search] [Mobile] [Home]
Board
Settings Mobile Home
/tg/ - Traditional Games

Name
Spoiler?[]
Options
Comment
Verification
4chan Pass users can bypass this verification. [Learn More] [Login]
File[]
  • Please read the Rules and FAQ before posting.
  • Roll dice with "dice+numberdfaces" in the options field (without quotes).

08/21/20New boards added: /vrpg/, /vmg/, /vst/ and /vm/
05/04/17New trial board added: /bant/ - International/Random
10/04/16New board for 4chan Pass users: /vip/ - Very Important Posts
[Hide] [Show All]


[Advertise on 4chan]


File: gnome.png (160 KB, 319x348)
160 KB
160 KB PNG
If you could choose the set of core classes (in the PHB/core book and ideally the rest of the classes are designed around them) what would you choose?
They don't have to be identical to their current incarnations.

For me its,
>Ranger,
absorbs a lot of the fighter but keeps the independent survivalist schtick.
>Paladin,
Divine warrior with special abilities but no spells
>Rogue,
Sneaky stabby martial, basically as he is now
>Wizard,
>Druid,
>Cleric,
Default to being lightly armoured wandering friar tuck type character, but with options to put on some armour and bonk.
>>
Fighting person, Human
Some kind of religious practitioner, Human

both against inhumans like Elf, Dwarf, Demons.
inhumans are the only ones that can have spellcasting. Their spell casting should be divided between innate stuff and written stuff.
Humans killing the inhumans should be able to loot the written spells. Roll 10s every Day until eligible to learn. Spell tomes could contain upto 1d10 spells.

I hate spell casters so much it's unreal
>>
>>97277187
For years now, I've been trying to work an adventure fantasy game to my own taste; from mechanics I enjoy to inspirations I think are cool.
So of course I am working on a class system that at least references core classes in some regard, as a sort of love letter to their legacy; but the execution is quite different in practice.

To explain all of my plans would take multiple, full-character-limit posts, and hours to properly articulate, and even then there's no guarantee it will even be acknowledged beyond "tldr" or "just play vidya gaem", if at all.

But to answer the thread's topic directly, I have:
>artificer? I don't know if it counts to include this one, because they don't actually make anything, but they have that "magitechy" vibe; they use a weapon that morphs between gun mode and blade mode as the situation calls, and have powerful gravity spells
>barbarian that lifts field objects or enemies and bashes other enemies with them
>cleric & paladin rolled together in degrees depending on focus on armor, weaponry, miracles, and possible mount or squire
>druid chooses one beast to align to and wildshapes; no animal companions or wizard spells
>fighter chooses one weapon to master; their style varies based on chosen weapon and a supplementary ability
>ranger, with focus on making a useful animal companion through various synergies, choosing one animal to set the tone of the ranger's fighting style
>thief has rogue rolled into it, favoring not just sneak attacks and stealing, but being a good "enemy phase" reactive fighter
>wizard is rolled into sorcerer, but some spells are reduced in power or outright removed
>every class has a little bit of monk in them, because basic unarmed attacks are a big part of building up other resources
>>
>>97277187
so you're forcing the cleric into the backline, but the druid who can also heal is untouched...
>>
File: lineage2artbook18.jpg (636 KB, 1890x2789)
636 KB
636 KB JPG
>>97277187
>Fighter - Human male only
Weapon options: Halberd, Longsword, Sword and Shield
>Ranger - Elf female only
Weapon options: Bow, Shortsword, Dagger
>Mage - Human Female only
Weapon options: Staff, Orb, Dagger
>Monk - Elf male only
Weapon options: Holy book/Spell book, Scepter/Mace
>>
File: bald characters.png (677 KB, 1080x1081)
677 KB
677 KB PNG
>>97277187
>base classes
Fighter, Rogue and Sage. Done.

>background options
Barbarian, Thief, Soldier, Wizard, Cleric, etc...

>prestige classes
Ranger, Paladin, Bard, Assassin, etc...

Simple as.
>>
>>97277736
I was writing pretty much that only I called background kit.
Very cool.
>>
>>97277187
>Fighter/Warrior
>Wizard/Mage
>Rogue/Thief
>Cleric/Healer
>Paladin
you don't need more than that
>>
File: changeman ken.png (289 KB, 640x478)
289 KB
289 KB PNG
>>97277187
Classes only make sense in wargames or games with minimal stats and character progression.
>>
>>97277465
The druid would probably have the same treatment, just didn't think to mention it.
Some options to sacrifice some of his ability to shape and be more martial by shifting, but backline caster by default.
>>
File: the zone of fuck yeah.png (2.58 MB, 3154x2493)
2.58 MB
2.58 MB PNG
Fighter, Mage, Thief.
>>
>>97277187
Warriors: Fighter, Dreadnought, Fringer
Rogues: Scoundrel, Agent, Envoy
Experts: Engineer, Augment
Academics: Sceintist

Oh, this is for a sci-fi game, by the way.
>>
>>97277803
Paladin seems like a weird choice, I'd have assumed Bard, which is the more traditional "a little bit of everything" class.
>>
File: 1743933044407415.jpg (581 KB, 1798x1104)
581 KB
581 KB JPG
>Expert
>Mage
>Warrior
WWN did it right
>>
>>97278566
imagine actually playing expert lmao
>>
>>97278590
in my campaigns Expert is always the most popular class
>>
>>97278590
What's wrong with Expert?
>>
>>97277187
PhB 1:
Fighter
Thief
Priest
Wizard

Other core classes will be released in subsequent PhBs, in groups of 4. Setting specific classes such as Aritificer will be released in setting books.
>>
>>97278610
NTA, but it's a less cool name than thief/rogue, and when implemented shallowly as the dude with lots of skills in a game where skills don't really do all that much, it doesn't contribute to how cool you feel in combat; maybe if having ranks in Knowledge (human anatomy) doesn't give you +2 to damage vs humans when using light weapons or something.

I think there's a niche for a rogue-adjacent mundane support class; a guy who shouts encouragement and doesn't actually do much on his own, just sets other people up to do cool stuff, without using tinkly-wee singing/magic. A master of Pocket Sand, if you will.

DCC and its spinoffs has a few Halfling-derived classes that can share their luck resource with the entire party; there's a Face class in the cyberpunk system who's only abilities are they're slightly better at talking to people, sharing luck, and generous weapon proficiencies.
>>
>>97278684
many tabletop campaigns consist of things other than endless combat encounters
>>
>>97277820
what are games that are not that?
>>
>>97277187
Classes are gay
>>
I would prefer Warrior/Thief/Mage, with universal feats

Mages select a casting stat (Sage=Int, Mystic=Wis, Prodigy=Cha) and a power source (Arcane, Occult or Primal). So theoretically you could be a Wisdom-based Arcane caster.

A Paladin-style character can be built as a Warrior with some spellcasting feats, or as a Mage (Occult) with combat feats and weapon proficiencies.
>>
>>97278684
>think there's a niche for a rogue-adjacent mundane support class; a guy who shouts encouragement and doesn't actually do much on his own, just sets other people up to do cool stuff, without using tinkly-wee singing/magic. A master of Pocket Sand, if you will.
Warlord, but sneaky. Interesting.
>>
>>97277348
>being so insecure about playing fantasy games you need to make a big deal about hating the fantastic things
Pathetic.
>>
>>97278713
There's a place for campaigns like that and D&D-based systems aren't it.
>>
>>97279076
yeah, D&D is pretty shit. classes are one of the many things I would change about the system to bring it into a more sane band of play.
>>
>>97277187
>fighter and subclasses like soldier, cavalier
>monastics: monks, clerics
>specialists: locksmiths, engineers, scouts and thieves
>magic users
>>
>>97277187
>Cleric
Deities and qualifying philosophies add a Defense balanced against the traditional Full Plate and Armament balanced against the traditional second-rate weapons to make the old Specialty Cleric concept a reasonably-supported default, with Domain spells swapped out for the larger AD&D Spheres but with an eye to confining them to only two or three practical functions each.

>Fighter
Basic +numbers beatstick, flavored as a "master of fundamentals", notably including wargame-lite options leading into a retvrn of Domain play (disambiguation being the reason for depreciating "Domain" in Cleric casting) and raw ability score inflation for things like boulder-chucking.

>Rogue
Skill subsystem specialist, including actually-combat-relevant uses thereof.

>Monk
Specialist for "advanced" Martial rules very pointedly covering Weaboo Fightan Magic, with significant skill support so that Wuxia movement and Ninja-shit are transparent with acrobatic Rogues.

>Sorcerer
Monster-ancestry magic now reflected by using new monster-magic rules that eat the Warlock's mechanical design space.

>Wizard
Exact same theme it's always been, but with the rolls to learn spells now keying to a "fields of study" framework organized into niche-filling like the Spheres, allowing even wider theoretical access segmented by research paradigms.

The Artificer would be a Wizard focused on item crafting as a research paradigm, the Barbarian a Fighter build, the Bard back to its roots of Fighter>Rogue>Cleric, the Druid one of the qualifying philosophies of Cleric, the Paladin covered by basic Fighter/Cleric multiclass, and Warlock rolled into a "not born that way" Sorcerer variant, all explained by conversion guidelines that are actually worth a damn.



[Advertise on 4chan]

Delete Post: [File Only] Style:
[Disable Mobile View / Use Desktop Site]

[Enable Mobile View / Use Mobile Site]

All trademarks and copyrights on this page are owned by their respective parties. Images uploaded are the responsibility of the Poster. Comments are owned by the Poster.