Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Next
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
Twitch
YouTube
Facebook (EN Publishing)
Facebook (EN World)
Twitter
Instagram
TikTok
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
The
VOIDRUNNER'S CODEX
is coming! Explore new worlds, fight oppressive empires, fend off fearsome aliens, and wield deadly psionics with this comprehensive boxed set expansion for 5E and A5E!
Community
General Tabletop Discussion
*Dungeons & Dragons
Vote Up a 5e-alike: Poll 6: Archetypes and Fighters/Warriors NOW WITH EXTREME FIRST DRAFT!
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="CreamCloud0" data-source="post: 9176250" data-attributes="member: 7034710"><p>yes i think there should be subclasses/archetypes but i think that there should only be a minimal 2-3 of them that would lean into the most fundamental areas of each of the class archetypes(for example the weapon-based and animal companion-based hunter and beastmaster of the ranger), as a significant amount of customisation should be done through feats and secondary build options</p><p></p><p>yes and yes, level 2 seems like a reasonable level but i didn't really have a problem with 3rd level subclasses either, and i do think all archetypes should progress at the same rate, for both progression balance and the ability to combine different base classes with any archeype the character meets the prerequisites for is definitely something i think should be allowed.</p><p></p><p>there should definitely be multiple warrior classes but also archetypes and feats to lean into separate class identities, a hypothetical 'unarmed warrior' archetype would be most effective on a monk or a fighter who already gets/can take buffs to their unarmed attack but there's no reason a rogue or a druid couldn't take it too, and on top of that the monk could take a feat to be able to rage and the rogue one to get a ranger animal companion.</p><p></p><p>considering the half-caster classes seemed to mostly be excluded from the desired class list i'd cut paladin as a class too and just make subclasses to model eldritch knight, (magical) ranger and paladin that any martial class could take</p><p></p><p>definitely</p><p></p><p>yes to class hit die sizes, no to spending them to recover on short rests, short rests should recover a flat percentage of health(a possible feat idea to increase the amount) and hit die sizes are used to determine the die size you use whenever you use something like a healing spell or potion,</p><p></p><p>i think the most important thing is that everyone is on the same resting schedue, but short and long rests can stay</p><p></p><p>fighters should naturally be proficient in all weapons/weapon groups, perhaps the only class to be so without investment, 'martial' classes can gain expertise in whole weapon groups when they use weapon expertise, casters can only gain expertise in one weapon at a time, weapon mastery abilities are a separate thing from weapon expertise, weapon mastery comes from a weaponmastery fighting style</p><p></p><p>they should be part of the fighter class but also available via feats, fighting styles should naturally scale as you level (like cantrips) but yes also feats that supplement certain styles</p><p>[SPOILER="scaling fighting styles i was thinking about recently"]</p><p>at 5th, 11th and 17th level your chosen fighting style gains the listed improvement</p><p>dueling: +1 bonus damage</p><p>two weapon fighting: +1 attacks with bonus action attack (up to your extra attack total)</p><p>archery: +1 attack bonus</p><p>blind fighting: blindsight range increases by 10ft</p><p>defense +1 AC</p><p>great weapon fighting: damage can be rerolled on a result of 3, 4 and finally 5</p><p>interception: triggering effect range increases by 5ft</p><p>protection: triggering effect range increases by 5ft</p><p>superior technique: gain +1 superiority die or increase the size of your available die</p><p>thrown weapon fighting: +1 bonus damage</p><p>unarmed fighting: die size increase d4>d6>d8>d10>d12>(d12 with advantage on damage roll)</p><p>blessed warrior: gain an additional cantrip</p><p>druidic warrior: gain an additional cantrip</p><p>close quarters shooter: +1 attack bonus</p><p>mariner: +1 AC</p><p>tunnel fighter: +1 attacks on opportunity attacks (up to your extra attack total)</p><p></p><p>bardic/arcane/sorcerous warrior: works the same as blessed/druidic warrior fighting styles except for bard/wizard/sorcerer cantrips (i would let fighter access all 5 styles)</p><p>[/SPOILER]</p><p></p><p>maneuvres are something that i think need to be learnt, either from class/subclass/feat, but once learned can be unlimited use on any basic attack</p><p></p><p>yes fighters should get expanded crit range, also expanded crits in general from masterwork weapons, weapon expertise/specialisation and specific weapons(like daggers and sickles), multiple crit expansion bonuses stack</p><p></p><p>yes and yes</p><p></p><p>i think there should be a similar knowledge specialty for all classes</p><p></p><p>gain them at specific levels but don't gain them in a specific order, if someone wants to take the exploration feature at 2nd and someone else wants to prioritise social abilities and wait to take it til 14th to take the exploration one let them do that</p><p></p><p>keep action surge/extra attack, gaining EA slightly more than they currently do in 5e seems a better idea</p><p></p><p>yes keep it, but get it earlier and more uses</p><p></p><p>worthwhile options/uses for their mental stats</p><p>gain better attack bonus+flanking bonuses to/from your other teammates+similar</p><p>basic attacks that target AoEs (whirlwind spin, line rush, cone of arrows, ect)</p><p>nonmagical weapons count as magic when wielded by them like the monk's unarmed attacks</p></blockquote><p></p>
[QUOTE="CreamCloud0, post: 9176250, member: 7034710"] yes i think there should be subclasses/archetypes but i think that there should only be a minimal 2-3 of them that would lean into the most fundamental areas of each of the class archetypes(for example the weapon-based and animal companion-based hunter and beastmaster of the ranger), as a significant amount of customisation should be done through feats and secondary build options yes and yes, level 2 seems like a reasonable level but i didn't really have a problem with 3rd level subclasses either, and i do think all archetypes should progress at the same rate, for both progression balance and the ability to combine different base classes with any archeype the character meets the prerequisites for is definitely something i think should be allowed. there should definitely be multiple warrior classes but also archetypes and feats to lean into separate class identities, a hypothetical 'unarmed warrior' archetype would be most effective on a monk or a fighter who already gets/can take buffs to their unarmed attack but there's no reason a rogue or a druid couldn't take it too, and on top of that the monk could take a feat to be able to rage and the rogue one to get a ranger animal companion. considering the half-caster classes seemed to mostly be excluded from the desired class list i'd cut paladin as a class too and just make subclasses to model eldritch knight, (magical) ranger and paladin that any martial class could take definitely yes to class hit die sizes, no to spending them to recover on short rests, short rests should recover a flat percentage of health(a possible feat idea to increase the amount) and hit die sizes are used to determine the die size you use whenever you use something like a healing spell or potion, i think the most important thing is that everyone is on the same resting schedue, but short and long rests can stay fighters should naturally be proficient in all weapons/weapon groups, perhaps the only class to be so without investment, 'martial' classes can gain expertise in whole weapon groups when they use weapon expertise, casters can only gain expertise in one weapon at a time, weapon mastery abilities are a separate thing from weapon expertise, weapon mastery comes from a weaponmastery fighting style they should be part of the fighter class but also available via feats, fighting styles should naturally scale as you level (like cantrips) but yes also feats that supplement certain styles [SPOILER="scaling fighting styles i was thinking about recently"] at 5th, 11th and 17th level your chosen fighting style gains the listed improvement dueling: +1 bonus damage two weapon fighting: +1 attacks with bonus action attack (up to your extra attack total) archery: +1 attack bonus blind fighting: blindsight range increases by 10ft defense +1 AC great weapon fighting: damage can be rerolled on a result of 3, 4 and finally 5 interception: triggering effect range increases by 5ft protection: triggering effect range increases by 5ft superior technique: gain +1 superiority die or increase the size of your available die thrown weapon fighting: +1 bonus damage unarmed fighting: die size increase d4>d6>d8>d10>d12>(d12 with advantage on damage roll) blessed warrior: gain an additional cantrip druidic warrior: gain an additional cantrip close quarters shooter: +1 attack bonus mariner: +1 AC tunnel fighter: +1 attacks on opportunity attacks (up to your extra attack total) bardic/arcane/sorcerous warrior: works the same as blessed/druidic warrior fighting styles except for bard/wizard/sorcerer cantrips (i would let fighter access all 5 styles) [/SPOILER] maneuvres are something that i think need to be learnt, either from class/subclass/feat, but once learned can be unlimited use on any basic attack yes fighters should get expanded crit range, also expanded crits in general from masterwork weapons, weapon expertise/specialisation and specific weapons(like daggers and sickles), multiple crit expansion bonuses stack yes and yes i think there should be a similar knowledge specialty for all classes gain them at specific levels but don't gain them in a specific order, if someone wants to take the exploration feature at 2nd and someone else wants to prioritise social abilities and wait to take it til 14th to take the exploration one let them do that keep action surge/extra attack, gaining EA slightly more than they currently do in 5e seems a better idea yes keep it, but get it earlier and more uses worthwhile options/uses for their mental stats gain better attack bonus+flanking bonuses to/from your other teammates+similar basic attacks that target AoEs (whirlwind spin, line rush, cone of arrows, ect) nonmagical weapons count as magic when wielded by them like the monk's unarmed attacks [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Vote Up a 5e-alike: Poll 6: Archetypes and Fighters/Warriors NOW WITH EXTREME FIRST DRAFT!
Top