Faolyn
(she/her)
This one is entirely write-in. I think there's too much to talk about that merely checking a button wouldn't work.
General Class Questions
1. Archetypes: Yea or nay? By archetype, I mean the way they're currently done in 5e. If archetypes aren't done like that, they could be done in the sense of "to play a Green Knight, take this class, these options, and these feats," but you would still be free to deviate however you want.
EDIT: By archetypes, I mean subclasses.
2. If you want there to be archetypes, should all archetypes be taken at the same level? If so, what level? I would say level 2: it prevents 1-level dipping and represents a training period, while also not making you want too long for the cool stuff. Or should we have them still taken at various levels?
3. Should all archetype features be granted at the same levels regardless of class--thus possibly allowing for different classes to take the same archetype? (I really liked the idea when it was presented in a UA, but it doesn't work at all with the current 5e setup.) In fact, should archetypes be limited by class, or should they be available to anyone who can meet the prereqs?
4. Should there be a single Warrior class, and you can use in-class choices and feats to model barbarians, fighters, rangers, paladins, etc. (including possibly things like swordmages)? For instance, at level 2, you can choose between a smite, a rage, beastmaster abilities, and other, more fighter-y abilities? Or should all those be separate classes?
5. Or should there be a single Warrior class but there are archetypes that model barbarians, rangers, swordmages, etc.? Remember, this is supposed to be a lower-magic, slightly gritty type of system.
6. Should there be Warlords/Marshals (a non-magical support class), or a similar option available via choices and feats? I don't like the Warlord name, but the class is fine and there are plenty of other options for names.
7. Should we keep things like d10 Hit Dice for fighters and spending HD to regain hp at short rests and other such basics?
8. Should we keep short and long rests? The actual length of time for those rests doesn't matter right now; I just mean the concept.
Actual Fighter Questions
We have generally decided that classes are going to be mostly front-loaded, so assume that the abilities I'm talking about are going to be obtainable, at least in basic form, before 10th level.
1. Weapon Proficiencies: Should fighters be proficient in all weapons, or should we limit the number of weapons or weapon groups they know? If so, how many? Should fighters gain a Weapon Mastery ability which grants them benefits when using their favored weapon? If so, at what level(s)?
2. Fighting Styles: Should Fighting Styles be part of the Fighter class, or should they be represented solely by feats? If Fighting Styles are part of the Fighter class, should feats be available to enhance them (e.g., take the Archery style and the Sharpshooter feat), or should the styles increase in power and versatility as you go up in level, thus allowing you to spend feats on other options?
3. Maneuvers: The Battle Master has a selection of 20+ maneuvers (including the ones from TCE) and grants Superiority Dice with which to use them. Level Up has a collection of well over 100 maneuvers, divided into Traditions and tiers (levels), requires the expenditure of exertion points to activate them, and all non-caster classes have access to at least some of them, although fighters get the most. Dungeon Crawl Classics, which I have never played or really read, apparently allows fighters to do whatever they want as long as they roll high enough on their deed die. Should our Fighters have maneuvers baked into the class (instead of being part of an archetype)? If so, should there be a short list of options (5e), a long list (LU), or should it be freeform (DCC)? Or something else? I'm inclined towards something a little more complicated than the Battle Master's maneuvers but far less complicate that Level Up's.
4. Expanded Criticals: Should all fighters gain increased crit ranges as they level up, like Champions? If you want archetypes, should they be limited to specific archetypes? Should masterwork weapons grant increased crit ranges?
5. Exploration Options: Level Up gives each class options that support the exploration pillar, such as by allowing for different or faster movement speeds, giving bonuses to various rolls when in certain environments, allowing the character to require less sleep or march longer without taking exhaustion, by gaining a new sense for a brief time, etc.? Should this be part of the fighter class, and by extension, all other classes?
6. Social Options: Level Up also gives each class options that support the social pillar, by allowing bonuses to certain Charisma rolls at certain times or by causing others to have disad against the fighter at certain times. Should this be part of the fighter class, and by extension, all other classes?
7. Specialized Knowledge: Should there be an option where you choose a particular type of fighter-related knowledge? Examples: gaining a bonus to rolls to know about weapons and armor, historical battles, or knightly orders, or to know how to set or detect ambushes, etc?
(Note: the above three would be options granted at different levels. At level 2 you may gain a Specialized Knowledge, at level 4, an Exploration Option, and at level 6, a Social Ability.)
8. Action Surge/Extra Attacks: Should this be a thing, or should we use the 3x model where all classes can get multiple actions and attack as they increase in level, with a penalty to attack rolls if you take more than one? Regardless, how often should fighters gain extra attacks or actions? Some people have previously suggested at 5th, 10th, 15th, etc. levels.
9. Indomitable: Should fighters keep this ability, or should they gain proficiency in a new save, both, or something else?
What else should these fighters have that 5e fighters don't?
General Class Questions
1. Archetypes: Yea or nay? By archetype, I mean the way they're currently done in 5e. If archetypes aren't done like that, they could be done in the sense of "to play a Green Knight, take this class, these options, and these feats," but you would still be free to deviate however you want.
EDIT: By archetypes, I mean subclasses.
2. If you want there to be archetypes, should all archetypes be taken at the same level? If so, what level? I would say level 2: it prevents 1-level dipping and represents a training period, while also not making you want too long for the cool stuff. Or should we have them still taken at various levels?
3. Should all archetype features be granted at the same levels regardless of class--thus possibly allowing for different classes to take the same archetype? (I really liked the idea when it was presented in a UA, but it doesn't work at all with the current 5e setup.) In fact, should archetypes be limited by class, or should they be available to anyone who can meet the prereqs?
4. Should there be a single Warrior class, and you can use in-class choices and feats to model barbarians, fighters, rangers, paladins, etc. (including possibly things like swordmages)? For instance, at level 2, you can choose between a smite, a rage, beastmaster abilities, and other, more fighter-y abilities? Or should all those be separate classes?
5. Or should there be a single Warrior class but there are archetypes that model barbarians, rangers, swordmages, etc.? Remember, this is supposed to be a lower-magic, slightly gritty type of system.
6. Should there be Warlords/Marshals (a non-magical support class), or a similar option available via choices and feats? I don't like the Warlord name, but the class is fine and there are plenty of other options for names.
7. Should we keep things like d10 Hit Dice for fighters and spending HD to regain hp at short rests and other such basics?
8. Should we keep short and long rests? The actual length of time for those rests doesn't matter right now; I just mean the concept.
Actual Fighter Questions
We have generally decided that classes are going to be mostly front-loaded, so assume that the abilities I'm talking about are going to be obtainable, at least in basic form, before 10th level.
1. Weapon Proficiencies: Should fighters be proficient in all weapons, or should we limit the number of weapons or weapon groups they know? If so, how many? Should fighters gain a Weapon Mastery ability which grants them benefits when using their favored weapon? If so, at what level(s)?
2. Fighting Styles: Should Fighting Styles be part of the Fighter class, or should they be represented solely by feats? If Fighting Styles are part of the Fighter class, should feats be available to enhance them (e.g., take the Archery style and the Sharpshooter feat), or should the styles increase in power and versatility as you go up in level, thus allowing you to spend feats on other options?
3. Maneuvers: The Battle Master has a selection of 20+ maneuvers (including the ones from TCE) and grants Superiority Dice with which to use them. Level Up has a collection of well over 100 maneuvers, divided into Traditions and tiers (levels), requires the expenditure of exertion points to activate them, and all non-caster classes have access to at least some of them, although fighters get the most. Dungeon Crawl Classics, which I have never played or really read, apparently allows fighters to do whatever they want as long as they roll high enough on their deed die. Should our Fighters have maneuvers baked into the class (instead of being part of an archetype)? If so, should there be a short list of options (5e), a long list (LU), or should it be freeform (DCC)? Or something else? I'm inclined towards something a little more complicated than the Battle Master's maneuvers but far less complicate that Level Up's.
4. Expanded Criticals: Should all fighters gain increased crit ranges as they level up, like Champions? If you want archetypes, should they be limited to specific archetypes? Should masterwork weapons grant increased crit ranges?
5. Exploration Options: Level Up gives each class options that support the exploration pillar, such as by allowing for different or faster movement speeds, giving bonuses to various rolls when in certain environments, allowing the character to require less sleep or march longer without taking exhaustion, by gaining a new sense for a brief time, etc.? Should this be part of the fighter class, and by extension, all other classes?
6. Social Options: Level Up also gives each class options that support the social pillar, by allowing bonuses to certain Charisma rolls at certain times or by causing others to have disad against the fighter at certain times. Should this be part of the fighter class, and by extension, all other classes?
7. Specialized Knowledge: Should there be an option where you choose a particular type of fighter-related knowledge? Examples: gaining a bonus to rolls to know about weapons and armor, historical battles, or knightly orders, or to know how to set or detect ambushes, etc?
(Note: the above three would be options granted at different levels. At level 2 you may gain a Specialized Knowledge, at level 4, an Exploration Option, and at level 6, a Social Ability.)
8. Action Surge/Extra Attacks: Should this be a thing, or should we use the 3x model where all classes can get multiple actions and attack as they increase in level, with a penalty to attack rolls if you take more than one? Regardless, how often should fighters gain extra attacks or actions? Some people have previously suggested at 5th, 10th, 15th, etc. levels.
9. Indomitable: Should fighters keep this ability, or should they gain proficiency in a new save, both, or something else?
What else should these fighters have that 5e fighters don't?
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