SeekerInTheNight
2006-12-16, 12:24 AM
I've been kicking this idea around for a while and I'd like to get a springboard set up before I actually do the grunt work for this one.
We all know what a Template is, but how about one that you can add on to a 1st level character without a change in ECL?
So I view a specialty template as something that would replace a part of your basic class and kinda switch things up a bit. Fill a nitch that isn't occupied, or enhance a party's abilities.
EDIT: So what makes a Specialty Template different from a custom Feat or a new class? Three reasons. First is the fact that it will actually be useful in your first couple of levels, instead of having to blow a whole feat tree to get ahold of the benefits. Second is that its would be more of a commitment for the players. Its like specializing in a caster school, taking your deity's domain, or choosing range vs. 2H for Rangers. Cept... for everyone else. The third reason... who wants a dedicate an entire class to something that you may only use in 10% of the campaigns you play in?
++++++++++++++++++++++++++++++++++++++++++++++++
My ideas for "Specialty Templates"
(These are just quick ideas, as the saying goes on the DotA forums the numbers can be changed, vote for the concept. ^^)
Type: Anti-Caster
For: Fighters, Rogues, Rangers, Monks, Barbarians
What it does: Gives early level Spell Resistance, "manaburn" the ability to make wizards forget spells (versus the Spellthief's outright stealing of spells), or temporary disabling of the spell-casting abilities "silence" or "mute" like.
The drawbacks: Exchanging a step of HD, or special abilities, maybe even a bunch of stat points in the Rogue's case.
Type: Anti-Golem/Constructs
For: Any Class
What it does: In my games, Golems are a damn pain in the ass. Even outside my games some Golems are a damn pain in the ass. Don't you think it would be nice to be able to take the bastards apart a little more easily without getting some ridiculously obscure prestidge class?
The drawbacks: Have to dedicate a spell-slot or two, lose a HD step or an extra feat, etc.
Type: Aerial Combat
For: Fighters, Rogues, Barbarians, Bards
What it does: Gives a class that has next to no way of dealing with an enemy on the wing a bit of a fighting chance with abilities that can drop the suckers like a bad date. Net specialization, catch-poles, bolas, wing clippings...
The drawbacks: Same as above. >_>
Type: Seige Engineer
For: Anyone
What it does: My brain is starting to hitch but... it goes like this. Any noob can take potshots with a catapult, anyone can take points in a skill, but who makes a conscious effort to put a ballista spear through the eye of a cyclops without penalty modifiers up the wahoo? No-one that's who. My favorite template, because nothing says overkill like a sneak attack from a seige weapon.
The drawbacks: If you haven't gotten the pattern yet, there's no hope for you.
We all know what a Template is, but how about one that you can add on to a 1st level character without a change in ECL?
So I view a specialty template as something that would replace a part of your basic class and kinda switch things up a bit. Fill a nitch that isn't occupied, or enhance a party's abilities.
EDIT: So what makes a Specialty Template different from a custom Feat or a new class? Three reasons. First is the fact that it will actually be useful in your first couple of levels, instead of having to blow a whole feat tree to get ahold of the benefits. Second is that its would be more of a commitment for the players. Its like specializing in a caster school, taking your deity's domain, or choosing range vs. 2H for Rangers. Cept... for everyone else. The third reason... who wants a dedicate an entire class to something that you may only use in 10% of the campaigns you play in?
++++++++++++++++++++++++++++++++++++++++++++++++
My ideas for "Specialty Templates"
(These are just quick ideas, as the saying goes on the DotA forums the numbers can be changed, vote for the concept. ^^)
Type: Anti-Caster
For: Fighters, Rogues, Rangers, Monks, Barbarians
What it does: Gives early level Spell Resistance, "manaburn" the ability to make wizards forget spells (versus the Spellthief's outright stealing of spells), or temporary disabling of the spell-casting abilities "silence" or "mute" like.
The drawbacks: Exchanging a step of HD, or special abilities, maybe even a bunch of stat points in the Rogue's case.
Type: Anti-Golem/Constructs
For: Any Class
What it does: In my games, Golems are a damn pain in the ass. Even outside my games some Golems are a damn pain in the ass. Don't you think it would be nice to be able to take the bastards apart a little more easily without getting some ridiculously obscure prestidge class?
The drawbacks: Have to dedicate a spell-slot or two, lose a HD step or an extra feat, etc.
Type: Aerial Combat
For: Fighters, Rogues, Barbarians, Bards
What it does: Gives a class that has next to no way of dealing with an enemy on the wing a bit of a fighting chance with abilities that can drop the suckers like a bad date. Net specialization, catch-poles, bolas, wing clippings...
The drawbacks: Same as above. >_>
Type: Seige Engineer
For: Anyone
What it does: My brain is starting to hitch but... it goes like this. Any noob can take potshots with a catapult, anyone can take points in a skill, but who makes a conscious effort to put a ballista spear through the eye of a cyclops without penalty modifiers up the wahoo? No-one that's who. My favorite template, because nothing says overkill like a sneak attack from a seige weapon.
The drawbacks: If you haven't gotten the pattern yet, there's no hope for you.