WOTC "Modifying Classes" Unearthed Arcana

Post/Author/DateTimePost
#1

Synjin

Apr 06, 2015 10:59:54

Just went up about 45 minutes ago.

 

https://dnd.wizards.com/articles/features/modifying-classes

#2

Devilbass

Apr 06, 2015 11:35:09
Great article. I very much like the direction they went with the spell-less ranger example.
#3

edwin_su

Apr 06, 2015 11:45:00

Devilbass wrote:
#4

BoldItalic

Apr 06, 2015 11:46:40

As I read through the first part, which was essentailly a long warning about changing anything, I wasn't very enthused. But then came the examples of new subclasses for Sorcerer and Ranger, and that seemed more positive. The "Favoured Soul" doesn't really fit my campaign, although it might make a fun deluded villain, but I'm inclined to make one of the rangers as an NPC and see how it plays as a new 'henchman'.

#5

TenaciousJ

Apr 06, 2015 11:47:20

I really like that take on the Favored Soul and I'm going to make that available in my games right away.

#6

DemoMonkey

Apr 06, 2015 11:55:28

I really like the Favoured Soul design, but I think almost everyone is going to pick from the domains that have "Cure Wounds". That leaves a lot of domains that will probably not get Favoured Souls to represent them.

 

I'm not sure anything can be done about that, it just seems unfortunate. Maybe also allow the FS to choose one of ther sorcerer spells known from the cleric list instead of the sorcerer list?

#7

Slit518

Apr 06, 2015 12:30:18

Synjin wrote:
#8

pukunui

Apr 06, 2015 12:46:20

Personally, I don't feel like the sorcerer is all that great a fit for the favored soul. The 3e version couldn't cast fireball and the like, for instance. Also, with only a d6 hit die, what favored soul is actually going to want to wade into melee, medium armor proficiency or no? I think they'd have been better served getting the bonus hit points that a dragon sorcerer gets. That extra hit point per level puts them closer to a d8 hit die.

 

As for the spell-less ranger, this version looks pretty good. It's good to see that it's actually been updated from the alpha playtest version (unlike the warforged, which was identical to the open playtest version).

#9

ChrisCarlson

Apr 06, 2015 12:55:32

DemoMonkey wrote:
#10

FFSAA

Apr 06, 2015 13:15:28

ChrisCarlson wrote:
#11

DemoMonkey

Apr 06, 2015 13:32:56

Chris

 

I have yet to see a bard player or a ranger player in 5E that didn't take Cure Wounds. How many have you seen didn't?

 

I'm not saying it's mandatory, mind you. I'm just saying it's a superior enough choice that it overshadows other flavorful choices.

 

 

#12

Tempest_Stormwind

Apr 06, 2015 13:48:50
Rodney's been one if my favorite designers for a while, and this article shows why, in a 5e context. I don't like the repetition on the "be careful messing with spells" bits, but the article as a whole appears great and shows what a designer needs to consider. Pair it with a similar article from a developer, and I'll be a happy clam. (I'm on a phone now and will write a better take on it once I'm at a full keyboard.)
#13

abs1nth

Apr 06, 2015 15:40:01

Very nice to get the designers' insights on class design and balance.

 

Kudos to WOTC, makes me wanna design new stuff!

 

Edit: Having read the whole thing now, I quite like the favored soul but not too hot on the spell-less ranger. Maneuvers just don't fit in my mind, it also just seems generally worse.

#14

Synjin

Apr 06, 2015 14:07:47

Tempest_Stormwind wrote:
#15

Mephi1234

Apr 06, 2015 14:39:16

I feel that this was less than helpful.    Ranger, Bard, Warlock, and Paladin are my favorite classes, especially the sword-and-spell paths.   This write-up doesn't help at all.   

 

The spell-less ranger and favored soul were nice.   But touching anything else?   Bleh.

(Reply to #11)

Coredump00

DemoMonkey wrote:
(Reply to #3)

Tony_Vargas

edwin_su wrote:
#18

Mephi1234

Apr 06, 2015 15:28:48

Mephi1234 wrote:
#19

awaken_D_M_golem

Apr 06, 2015 15:46:27

3.0e/3.5e Sorc and 3.5e Favored Soul are almost the same.

3.5eSRD Generic Caster is basically both squeezed together.

So yeah, there's some lineage here, to make FS on a Sorc base.

 

More blasty than a Valor Bard.  More variety than a Blade'Lock.

Should float somebodies's boat(s).

#20

JRutterbush

Apr 06, 2015 17:50:01

Tony_Vargas wrote:
#21

albinocroc444

Apr 06, 2015 20:33:34

I think a lot of people are missing the point of this article.  It wasn't about spell-less rangers or divine sorcerors.  It was about letting us in on the process that WOTC uses to alter classes.  More interesting than the actual subclasses was the process that they showed us for each step of the process.

 

Personally for me, I couldn't care less about what they actually produced.  It could have been a court jester subclass for the barbarian for all I care.  This article was extremely helpful in giving me an incite into the game design that WOTC is using.  I have been struggling for quite some time to come up with my own subclasses to reflect archetypes not reflected in the rules (tinkerer, dueslist/swashbuckler, warlord, etc.), but this article has proven extremely helpful in reassuring me of what I'm doing right and showing me where I could be off the mark.

 

People need to look less at the actual products of this article (which will be up for debate no matter what it is) and focus more on what Rodney's trying to teach us.

(Reply to #21)

Diffan

albinocroc444 wrote:
#23

LuisCarlos17f

Apr 07, 2015 1:08:22

I love the concept of favored soul. For me it isn´t only a sorcerer with armour and divine spells but also a hook to create new stories. In some world created by me the favored souls are a mixture of Kratos, god of war, Wonder Woma, Jon Snow and Percy Jackon.  In my world fays and giants are the offspring of factions who lost the Titanomachy in the ancient times. In my setting there is a almost conflict between clerics and favored souls. Favored souls would be like "out of marriage" sons who are placed in the high position of the church... and the true clerics don´t like that.  

 

* About wings like class feature for favored sould...I suggest another options for players who could fly by other ways, for example the raptorans or avariels (winged elves). I mean I suggest an option B for who doesn´t want the first one. 

#24

Lokiron

Apr 07, 2015 1:46:11

I think the article is a nice example showing that class-splat is desired (at least by some players). The two examples are nice first takes, but agree with some of the flaws that have been pointed out, like how the FS's retained squishiness is a poor combination with more focus on weapon damage. Overall, I like that we're encouraged (despite the warnings) to create our own splat.

#25

TheNovaLord

Apr 07, 2015 3:33:38

Oooh. FS was always my favourite 3.5 class. May have to have a play

#26

Zardnaar

Apr 07, 2015 4:17:50

DemoMonkey wrote:
#27

ChrisCarlson

Apr 07, 2015 8:15:05

DemoMonkey wrote:
#28

mellored

Apr 07, 2015 8:40:36

My bard didn't have cure wounds.  He only had heal word.

#29

Mommy_was_an_Orc

Apr 07, 2015 9:14:47

I think it mainly has something to do with what you're trying to accomplish. Sure, if you're the party's healer, you're probably taking Life. But some of the other domains are really good at filling the gaps in the Sorcerer spell list to make a 'Wizard'

#30

DaomSlayer

Apr 07, 2015 11:32:41

Tempest_Stormwind wrote:
#31

abs1nth

Apr 07, 2015 11:07:05

DaomSlayer wrote:
#32

bawylie

Apr 07, 2015 11:47:07

How do you square this statement:

 

"Why can't a ranger carry more poultices? Just because. It's ridiculous."

 

With this one:

 

"You can do this as many times as you have ingredients, but it takes an hour of rest for the poultice to function and you can only have one active at a given time."

 
#33

Ranthalan

Apr 07, 2015 11:54:04

ChrisCarlson wrote:
#34

LuisCarlos17f

Apr 07, 2015 11:55:35

The concept of scout or magless ranger is interesting for enemy nPCs (for example forest goblins) and low-magic-level settings like "Song of Fire & Ice". 

 

* We shouldn´t forget another option for a variant class, the warmage from 3.5 the complete arcane handbook. It is like an armoured sorcerer with a military background. 

#35

DaomSlayer

Apr 07, 2015 11:59:14

Because like in RL sometimes taking more medecine doesn't make your booboos go away faster? More meds != faster healing.

 

We're talking about having a plausible explanation or rationale for why the mechanic works the way it does, or has such limitations, not making that a straightjacket to model how many CCs of cure-all-leaf you're allowed to apply at once.

 

It makes sense that it should take some time to find the ingredients, then to make a poultice, then to apply it, then to benefit from it. Basically everything I wrote is already 100x better than what Rodney came up with. I like the rest of the spell-less ranger class though. I'll probably play one.

 

Favored Soul's AC is way too high compared to the draconic one though, I agree with the poster who brought that up. Unbalanced. They should remove the shield prof at least. Or maybe make it shield + light armor only. Only needing to boost dex to 14 to max out AC potential means a lot less pressure on that stat, making the character overall even more unbalanced compared to the dragon sorc. It's basically free MC life cleric 1. At first level. Sorc 1 + Life Cleric 1 for the cost of 0 XP spent over Sorc 1 = unbalanced.

#36

Tempest_Stormwind

Apr 07, 2015 12:04:03

DaomSlayer wrote:
#37

DaomSlayer

Apr 07, 2015 12:05:11

Ranthalan wrote:
(Reply to #37)

Ranthalan

DaomSlayer wrote:
#39

Coredump00

Apr 07, 2015 12:09:13

 

I think the magicless Ranger is a really good 2 level dip now.  Heck, my Ranger/Rogue archer would be willing to swap spells for some maneuvers....

 

 

 

I think its funny how they really hammer home the "don't mess with the spells", and their first example completely messes with the spells.  (Yes I get the difference... still funny)

(Reply to #35)

bawylie

DaomSlayer wrote:
#41

DaomSlayer

Apr 07, 2015 12:15:43

Tempest_Stormwind wrote:
#42

Tempest_Stormwind

Apr 07, 2015 12:27:01

DaomSlayer wrote:
#43

bawylie

Apr 07, 2015 12:24:09

Here's Crawford on Second Wind, FWIW:

 

"@JeremyECrawford: Errata is for text that is incomplete, confusing, or inaccurate. Second Wind doesn't qualify. @mikemearls"

#44

dmgorgon

Apr 07, 2015 12:31:57

DaomSlayer wrote:
#45

Istbor

Apr 07, 2015 12:42:48

DaomSlayer wrote:
#46

bawylie

Apr 07, 2015 12:45:56

It's weird to see people on the same side of an issue see different amounts of 4E influence. One sees a near purge. One sees the game shot through with it. 

 

I think it's not an oversight or a failure to take into account certain types of players or styles. I think (from writings like RAF & some of Mearls' earlier articles) that the design goal was for the classes to feel like iconic representations of themselves. I don't know that gamist or realist played a significant role in that. 

 

I mean, I'm just speculating. I don't know one way or the other. But if you look at their designs, that seems to be the principle that would produce a lot of them - and it's sort of ephemeral: feel. 

 

Whether they could or should have made different decisions or had different priorities I leave aside. Largely because I'm in a similar boat to everyone else. The game is good. A lot of the stuff feels right and fun. I have some minor complaints but I'm largely happy. 

#47

ScuroNotte

Apr 07, 2015 13:14:31

One thing I find confusing was Rodney's explaination for Favored Enemy :

 

  • Favored Enemy was intentionally designed to provide no combat bonus, because the ranger’s strength in combat should not rely solely on the discretion of the Dungeon Master or the circumstances of the adventure.

​But Foe Slayer is based on Favored Enemy. You are still relying on the DM to include these creatures. 

 

I guess he, as well as other designers, failed to realise the Ranger's other abilities before making that statement.

(Reply to #47)

AaronOfBarbaria

ScuroNotte wrote:
#49

ChrisCarlson

Apr 07, 2015 13:54:47

Yeah, and if you've been waiting for 20th level to finally be "strong in combat", you've been playing wrong. And for a long time, evidently. Unless you started at, like, late 19th level, maybe...

#50

pukunui

Apr 07, 2015 14:15:03

DaomSlayer wrote:
#51

DaomSlayer

Apr 07, 2015 14:31:37

pukunui wrote:
#52

DaomSlayer

Apr 07, 2015 14:37:55

pukunui wrote:
#53

Diffan

Apr 07, 2015 14:42:59

At some point one has to realize that this IS just a game and that it's not inteneded to simulate reality to the fullest extent. The limitations on carrying Poultices is gamist, yes, but so is the requirement on short-rest Maneuvers to name another non-magical limitation. For someone who can swing a weapon nearly infinite times per day, he then gets "tired" performing a handful of Swing Weapon + Extra action? Gimme a break. But in the grand scheme of things, it's not that "troubling". It's a game-balancing factor and that's all. It's no different than 3e/v3.5 Stunning Fist feat which was limited to a daily limit or Rage (v3.5 and 5E) or a Fighter's Action Surge or Second Wind for 4E's martial daily powers. NONE of these model reality in any real form or shape but there they are and people are still playing the game with fun and enthusiasm.

(Reply to #51)

AaronOfBarbaria

DaomSlayer wrote:
#55

SleepsInTraffic

Apr 07, 2015 15:08:32
I like poultices as a feature. I may remove the holding capacity for the sheer reason that it takes an hour to build a max of 5 (there are few ways to get a wisdom score over 20). Though, 5 poultices per short rest pretty much means that if you have 2 short rests on a day you can on average out heal a cleric using every slot for cure wounds, 3 short rests if it's a life cleric (and that pretty much holds from level 3 onwards). Between poultices and the healer feat a non spell casting ranger can act as per much a main healer for a group.
(Reply to #55)

Diffan

SleepsInTraffic wrote:
#57

pukunui

Apr 07, 2015 15:27:18

AaronOfBarbaria wrote:
(Reply to #56)

SleepsInTraffic

Diffan wrote:
#59

ChrisCarlson

Apr 07, 2015 15:34:36

DaomSlayer wrote:
#60

pukunui

Apr 07, 2015 16:39:48

Tempest_Stormwind wrote:
(Reply to #48)

ScuroNotte

I never claimed that Foe Slayer is thee Ranger strength.

My only point was that Favored Enemy is a noncombat ability according to the writers. But then make it a combative ability with Foe Slayer. 

 

I prefer Favored Enemy as a noncombative ability and play it as so. As per another poster, I renamed it Creature Lore to better describe its function

#62

DaomSlayer

Apr 07, 2015 16:45:00

bawylie wrote:
#63

DaomSlayer

Apr 07, 2015 16:57:00

pukunui wrote:
#64

Diffan

Apr 07, 2015 17:19:28

1) it's not a mistake, you just don't like it. HUGE difference there.

2) just because you can't imagine an in-game narrative does not mean others can't.

3) if you don't like the way is written change it in your games but don't assume your "version" is somehow instantly better.

#65

pukunui

Apr 07, 2015 17:35:29

DaomSlayer wrote:
(Reply to #48)

ScuroNotte

AaronOfBarbaria wrote:
#67

ChrisCarlson

Apr 07, 2015 17:59:34

ScuroNotte wrote:
(Reply to #67)

ScuroNotte

ChrisCarlson wrote:
#69

ChrisCarlson

Apr 07, 2015 18:18:51

ScuroNotte wrote:
(Reply to #66)

AaronOfBarbaria

ScuroNotte wrote:
#71

SleepsInTraffic

Apr 07, 2015 20:04:04
I just can't be bothered by the arbitrary limit and I can tell you why it exists. Elf ranger... I trance for 4 hours then for the other 4 I build 4 poultices an hour. I now have 16 poultices a day, oh also it's 4th level, and if we take any short rests in the day I'm up to 20. Yeah it's relatively arbitrary to limit it, but it keeps the game on an even keel. As far as your version? It's kind of utter garbage. Like from every angle I can look at it your version is an ineffective, tin god, trap option. The healing it offers is garbage, it takes an hour to work, and an hour to gather, and you can fail to gather it, and the DM can at any time tell you no your main class feature is completely useless because EF you. Sorry I'm still here to play a game of sorts and the ability you put forth is hot garbage from a game standpoint.
#72

ZHDarkstar

Apr 08, 2015 0:19:46

Sorclocks and Sorcadins just got a whole lot funner to play with the Favored Soul. I'd prefer +1 hp/level like draconic and full spell list swap instead of a handful of domain spells.

#73

cowleymen

Apr 08, 2015 0:39:59

ZHDarkstar wrote:
(Reply to #73)

ZHDarkstar

cowleymen wrote:
#75

LuisCarlos17f

Apr 08, 2015 1:57:08

Another suggestions for variant classes.

 

- The archivist (from "Heroers of Horror"), a wizards with a book of divine spells. Why not to add truename game mechanic? 

 

- The crusader (from "Tome of Batlle: book of nine swords". A variant paladin, but more offensive, and more anti-nerfing thant bluffer, with some counter-spells tricks.

 

- Jester: Bard variant, without magic music but with some tricks about illusory magic, offensive insults to break concentration and acrobatics movement, maybe some ki maneuver. It could be used by DM to be the boss' bodyguard. 

 

- Gladiator (from Arthas): Fighter with some ki maneuvers. Maybe the gladiator was one of the first variant classes

 

- Sohei. Paladin variant with ki frenzy and some ki maneuvers, and even incarnum soulmelds. 

 

- Knight. Really I have many ideas for this, maybe it ought to be its own class.

 

- Assasin. Rogue with shadow misteries...(spell-like powers by shadowmancer from "Tome of Magic: Pact, Shadow & truename"). 

 

 

#76

sandvirm

Apr 08, 2015 10:14:52

DemoMonkey wrote:
#77

ClockworkNecktie

Apr 08, 2015 11:41:17

 

Best favored soul: thoughts?

 

Life, War, Nature, Tempest, and Light all look like a lot of fun, for different reasons. 

 

EDIT: Also knowledge and trickery, come to think of it, and I am just realizing that I listed all the domains. Hm.

#78

SleepsInTraffic

Apr 08, 2015 11:42:00

ClockworkNecktie wrote:
#79

Dragonette

Apr 08, 2015 11:59:37

Hi folks,

 

Please remember to stay on topic and treat your fellow community members with the politeness that you would expect yourself. 

 

Thanks,

 

Monica

#80

ZHDarkstar

Apr 08, 2015 12:19:12

Trickery domain would pair nicely with Arcane Trickster in a FS 8/AT 12 build. Just grab AT spells without DCs to mitigate MAD for better social skills.

 

Death domain is a way to relive some of the Dread Necromancer feel, but would probably require changing the 6th/14th level abilities to something more appropos.

 

Knowledge domain could make for an interesting multiclass with Lore Bards. FS 6/Bard 14 trades high level generic bard features for part of the Valor college martial prowess, metamagic, and sorcery points. You still have full spell slot progression and access to more versatile low level spells. Trickery would also pair well with Lore Bards for those who want a more social control warrior.

 

Once the Favored Soul becomes officially published, I expect the Wild Mage will become an even more endangered species in the AL setting. So much MC potential in this subclass.

#81

pukunui

Apr 08, 2015 12:23:17

ClockworkNecktie wrote:
#82

Miladoon

Apr 08, 2015 12:54:18

Universal subclasses are more appealing to me, but this is interesting.  I can see the point in refining some or all of the class features to suit your table.

#83

ClockworkNecktie

Apr 08, 2015 12:58:00

Vancian spellcasting was there from the first playtest, for example, as much as I (and arguably the majority of players) didn't like it. I can't recall when the Fly spell first showed up, but it was level 3 when it did. 

#84

ClockworkNecktie

Apr 08, 2015 13:10:00

One character that I came up with during the early playtest and really wanted a chance to play was a human draconic sorcerer gish: high strength and charisma, heavy armor and a big weapon, tossing out fireballs and chopping off limbs. I was kind of disappointed with the un-gishiness of the draconic sorcerer at release, but the favored soul might actually work well for that concept. Start with a level of fighter (for heavy armor, fighting style, and more HP), grab Polearm Master as a variant human, and then go straight Favored Soul (War domain), with maybe one more level of fighter tossed in for Action Surge. Twinned Spell means I can cast all those buffs on myself and a buddy, and Haste means that I can keep up with a straight fighter in attacks when I need to (and give him an extra one to boot).

#85

ZHDarkstar

Apr 08, 2015 13:26:34

Miladoon wrote:
#86

Diffan

Apr 08, 2015 15:22:58
DoaMSlayer's list just reaffirms my love and devotion to 4e, thanks buddy! It also makes me realize that I have a lot of house rules to implement to make my 5e games better like Constitution SCORE for 1st level HP, port over Melee Training feat, create some "good" maneuvers for the Battle Master and now, spell-less rangers as well as implement ways to make Daggers a viable weapon (epically in close - quarters and when targets are particularly vulnerable). I'll probably make up class features like Second Wind, action surge, maneuvers, spells, and effects like rage into simple cards for people to reference and "use" during play and perhaps a nice reference sheet for improvised actions. Take this game from good to GREAT!
#87

MechaPilot

Apr 08, 2015 15:32:00

The description of hp loss is explicitly stated to be described "in different ways" by different DMs.  The  remainder of the paragraph goes on to detail one single method of describing damage, not THE method of describing it.  That the paragraph paints that method as the typical description in no way states, explicitly or implicitly, that the last 50% of hp ARE wounds.  It states merely that such a narration is typical.  Whether those last 50% of hps, or any part of any percentage of hps, are physical harm or not remains entirely the purview of the DM.

 

 

Also, physical signs of hp loss are not wounds.  Wounds actually impair the wounded, but hp loss narrated as a slash across the arm doesn't affect the operation of that arm.

#88

MechaPilot

Apr 08, 2015 15:36:00

Page 42 was filled with examples, not limitations, and it still exists in the 5e DMG (in a more simplified form).

#89

MechaPilot

Apr 08, 2015 15:43:53

DaomSlayer wrote:
#90

pukunui

Apr 08, 2015 15:51:10

Diffan wrote:
(Reply to #90)

Diffan

pukunui wrote:
#92

pukunui

Apr 08, 2015 16:39:10

Diffan wrote:
(Reply to #85)

Miladoon

ZHDarkstar wrote:
#94

ORC_Cricket

Apr 08, 2015 17:12:41

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#95

Tony_Vargas

Apr 08, 2015 18:59:00

JRutterbush wrote:
(Reply to #93)

Macv12

Miladoon wrote:
#97

cbwjm

Apr 08, 2015 21:38:26

Macv12 wrote:
#98

ZHDarkstar

Apr 08, 2015 22:57:48

Even though I'm still hesitant about the balance of universal subclasses, I think the concept merits further discussion. However, I think that right now would be a good point for the community to establish some standard terminology when discussing the subject of 5e class modification. These are the definitions that I submit for community approval.

  • Subclass: doesn't replace base class features, but provides specialization and differentiation. Ex: Artificer/Favored Soul
  • Class Feature Replacement (CFR): replaces base class features to enact fundamental changes to playstyle without disrupting subclass compatibility. Ex: Spell-less Ranger
  • Universal Replacement (UR): theoretical system of CFR compatible with all classes; closest thing to existing rules would be races, backgrounds, and feats.

I think once we can get on the same vernacular page, we'll be able to have clearer discussions about class modification without having numerous names for the same type of modification.

 

Edit: I know 3e had ACFs, but I think a new edition deserves a new term. I figured CFR would be appropos after the first line of the Spell-less Ranger section made reference to the "class feature replacement process," whereas Favored Soul uses the term "subclass" instead.

#99

Synjin

Apr 09, 2015 8:50:23

pukunui wrote:
#100

Mephi1234

Apr 09, 2015 9:12:09

Thoughts  - Favored Soul is actually looking pretty bad past level 10.    Blade Warlock gets to add his +Cha to damage, similar to a Paladin's Divine Smite.   Bard gets to steal the paladin's weaponry smites and/or a ranger's bow spells.   Clerics that use weapons continue to improve using buffs and Divine Strike.   Moon Druid's forms continue to improve with Elemental Forms.    The Favored Soul?    They stop getting anything related to weapon damage.    

 

All the other gishy full casters have options at that level 11 milestone to significantly improve their weapon damage.   The Favored Soul?    At best, we're looking at the option to Quicken Cast alongside an attack a few more times a day, and that's with Somatic and Material component issues.     Make no mistake, though, Sorcery Points are a precious resource in high demand.   We may end up seeing people scouring high level slots to make room for utilities and lots of quickened spells.

 

There's not a lot of 6+ spells that really help or buff weapon users...

(Reply to #98)

Miladoon

ZHDarkstar wrote:
#102

LordTwig

Apr 09, 2015 9:29:30

Personally I would swap the entire Sorcerer spell list for the Cleric spell list for the Favored Soul. I played a Favored Soul all the way to 20th level in 3.5 and focused on buffs, healing and summoning. Blasting was never really a part of it except for the occasional Flame Strike. Other than that I think the Favored Soul is pretty good.

 

Side note: DaomSlayer's list of things he liked about 5e vs. 4e is pretty spot on for me, but minus the arrogance and taunting. Honestly it is almost like he is actually a 4e fanboy and wants a backlash against those rules to get more 4e stuff back in the game.

#103

LordTwig

Apr 09, 2015 9:37:59

Well... good luck with the Universal Subclass! I would never use it and think it would be impossible to balance. Of course if it works for you and your group, that's awesome and more power to you.

 

Some classes have several base class features (Monk), while other classes are limited to very few (Wizard).  Which makes me wonder if the devs made some assumptions about what is balanced or what is not, or perhaps they threw the notion of balance out the window.
#104

ZHDarkstar

Apr 09, 2015 10:54:29

Glad that at least one person liked my idea of expanding the 5e community vernacular to differentiate the types of class modifications. Hopefully someone from the dev staff will see these posts and make these terms official.

 

I'm confused as to the origin of the USC concept. Is that something that was in previous editions? I'm only familiar with 3e mechanics, so I may need to be caught up to speed in terms of what to expect out of the concept at hand. If I had some previous edition data of the mechanic in question, I could find a starting point for conversion balance.

 

Before I go into the details of the mods I have in mind to bring some old 3e classes up to 5e, I have another definition for the community's approval

  • Alternate Class Kit (ACK): a set of CFR that alter base class features to the point that new associated subclasses are required for balance; would still count as instance of original base class for the purpose of interacting with other rule mechanics like feats, magic items, and multiclassing.

The ACK is how I've been thinking about converting the following 3e classes:

  • Beguiler
  • Dread Necromancer
  • Warmage
  • Duskblade
  • Hexblade
  • Enlightened Fist
  • Sacred Fist

As you can see, bringing back the level 1 gish is likely going to require a robust set of changes to existing class options. 

#105

ClockworkNecktie

Apr 09, 2015 11:47:03

Mephi1234 wrote:
#106

Miladoon

Apr 09, 2015 12:11:07

I believe the USC concept was thrown into the forums during Next playtesting.  I am not aware of any such system existing in D&Ds prior publishings. 

 

I also want to point out that a USC system is not just applying one subclass throughout the class gallery.  The system hosts as many subclasses as you can imagine.  The fact that they can plug into any base class is the beauty.  Here is an idea of thematic expression using one universial subclass, Commander, plugged into 5 base classes

 

Fighter/Commander = Your typical Warlord

Wizard/Commander = A Warmage

Rogue/Commander = Prince of Thieves

Cleric/Commander = High Marshall of Kragyar's Hammer

Ranger/Commander = Provost of Loreilanai the Elder Forest

 

Then again the same five classes with another USC.

 

Fighter/Healer = Pararescue

Wizard/Healer = White Mage

Rogue/Healer = Surgeon

Cleric/Healer = Divine Mender

Ranger/Healer = Green Warden

 

Plug any of these USCs into any base class

 

Elemental Disciple, Planeswalker, Thief, Dragon Knight, Brawler etc. The USCs become universal because they are not associated with base class features.  Your characters are free to float around in the dark matter of your mind, not be tethered to a developers notion.

 

Add a background and the table is flooded with amazing character concepts .

 

#107

ClockworkNecktie

Apr 09, 2015 12:42:29

Miladoon wrote:
#108

Tempest_Stormwind

Apr 09, 2015 14:53:12

ZHDarkstar wrote:
#109

Miladoon

Apr 09, 2015 13:11:27

/points to recent Unearthed Arcana pdf.  This is a 5E approach that also uses the 5E feats as an option.

 

5E uses "Base class" and "Subclass" the way you illustrated.  Do you say that 5E uses 4Es role/source grid?

#110

ClockworkNecktie

Apr 09, 2015 13:18:19

Miladoon wrote:
#111

Miladoon

Apr 09, 2015 13:52:05

Kinda.  I want my White Mage to have more mechanical function than casting wizard spells and using the healer feat as it is written.  A specific subclass not only adds beef to that concept, but eliminates the extra baggage from a subclass that does not fit your concept.  For instance, a Ranger/Beast Master/Healer may of chosen Beastmaster because Hunter for sure didn't fit the player's concept.  They then settle for Beastmaster.  The good news is, a USC called Beastmaster, can be used by Rangers, and Fighters, and Rogues, and Wizards...etc.  And, if you use feats, you still have the option to get a feat/ASI without spending that costly allotment on something you pick up in a USC.

#112

SleepsInTraffic

Apr 09, 2015 14:09:59
Sorry but the idea of universal subclasses sounds like a hot mess. It's like feats, but at the expense of class features. Class features that represent differing value to differing classes. Like I can get what you are looking for, and can somewhat respect it, but in this system implementing that would be kind of useless. It's better to just try and fill the grid for each combo you are looking for with a subclass for each class, or altered class features for a class.
(Reply to #112)

arnwolf666

SleepsInTraffic wrote:
(Reply to #83)

arnwolf666

ClockworkNecktie wrote:
#115

MechaPilot

Apr 09, 2015 15:09:27

arnwolf666 wrote:
(Reply to #112)

Miladoon

SleepsInTraffic wrote:
(Reply to #116)

LordTwig

Miladoon wrote:
#118

ZHDarkstar

Apr 09, 2015 15:59:09

Tempest_Stormwind wrote:
(Reply to #92)

pauln6

pukunui wrote:
(Reply to #119)

Irithil

Anyone looking for ideas of universal subclasses should go see what Radiance RPG did, imo.

13th age,  5e,  and Radiance all have something i enjoy.

#121

ZHDarkstar

Apr 09, 2015 19:02:00

I think I might have figured out my ACK for converting the Blade casters. While I haven't decided all of necessary changes to the base class, the Arcane Paladin ACK will cover the Duskblade, Hexblade, and Mystic Fire Knight subclasses. Here a couple of the changes that I had in mind, but I'm always open to suggestions.

  • Spellcasting changes from prepared to spontaneous. Use Warlock chart for determining number of cantrips/spells known. Spellcasting focus proficiency is lost.
  • Lay on Hands is replaced with access to cantrips from subclass spell list at 1st level. Leveled spellcasting still doesn't come online until 2nd level.
  • Divine Smite becomes Arcane Strike, dealing d6's of force damage and no increased damage bonus vs undead/fiends.
(Reply to #117)

Miladoon

LordTwig wrote:
(Reply to #104)

Miladoon

ZHDarkstar wrote:
#124

ChrisCarlson

Apr 09, 2015 19:40:56

You're guy's USC ideas sound great. But what they don't sound like is 5e. And that's unfortunate, IMO.

#125

Miladoon

Apr 09, 2015 19:59:50

Yes, we all know there is an eastern sea route to D&D.  I will set sail toward the west and find a route to D&D that way.

 

Tchus!

#126

ZHDarkstar

Apr 09, 2015 20:26:44

Miladoon, the only way your plan would work is to rebalance all classes into Type 1 classes, which is harder to do with the martial classes. The USC concept would have worked better during the playtest when every class was a Type 3 class. If you can figure out a way to make the Type 1 conversion work, I'll be impressed. Until then, I think focusing on subclasses, CFRs, and ACKs will help hone our skills in creating balanced class modifications. If you look at your USC project as a set of ACKs that share subclasses, you should hopefully start to see how improving your grasp of the individual components will increase your chances of finding a way to put them all together in a functional manner.

 

ChrisCarlson, 5e is frequently referred to as the DIY edition. Therefore, using WotC's design guidelines to create class mods that would have been feasible during the playtest sounds very much in the spirit of 5e. It's just going to be a lot trickier to pull off effectively with the current subclass paradigm. Who knows how 5e subclasses would have turned out if this was suggested during the playtest?

#127

bawylie

Apr 09, 2015 20:37:00

Thread has taken a productive an interesting turn. I'm lurking. 

#128

ZHDarkstar

Apr 09, 2015 21:45:04

bawylie wrote:
#129

ChrisCarlson

Apr 10, 2015 6:23:27

ZHDarkstar wrote:
(Reply to #129)

Diffan

ChrisCarlson wrote:
#131

ChrisCarlson

Apr 10, 2015 7:25:04

Just like letting a barbarian take a fighter subclass (hello, Champion) could have unintended broken consequences, IMO. That's why.

(Reply to #131)

Diffan

ChrisCarlson wrote:
#133

pukunui

Apr 10, 2015 12:33:07

I think a universal subclass is a feasible idea. It puts me in mind of 4e's rendition of spellfire as a class you had to MC into.

(Reply to #132)

AaronOfBarbaria

Diffan wrote:
#135

Tempest_Stormwind

Apr 10, 2015 13:45:22

pukunui wrote:
(Reply to #134)

Diffan

AaronOfBarbaria wrote:
#137

pauln6

Apr 10, 2015 14:10:50

Wouldn't it be easier to just upgrade backgrounds to themes with level based benefits?

(Reply to #115)

arnwolf666

MechaPilot wrote:
#139

Tempest_Stormwind

Apr 10, 2015 14:57:01

Diffan wrote:
(Reply to #139)

AaronOfBarbaria

Tempest_Stormwind wrote:
#141

Tempest_Stormwind

Apr 10, 2015 16:13:38
That's what I get for reading while rushing out the door. Thanks! I'll still do a worked example when I get a chance, showing that at assorted AC with all the goodies included, but I think the overall example is a good one. (In fact, Champion barbarian was theexample that came immediately to mind of ripple effects of bolting one subclass onto another.)
#142

Diffan

Apr 10, 2015 18:07:48
Here's the thing, in the 17 years of playing D&D MOAR damage is usually not going to break the game. Simply put the 'maths' particularly don't bother me. And yes, the Champion Barbarian seems like a powerhouse, luckily as a DM I can set up encounters that will still challenge such a character.
#143

ZHDarkstar

Apr 10, 2015 18:56:50

Diffan wrote: