Zovc
2013-10-04, 07:49 AM
Hey, folks. I'm working on a ground-up campaign setting built around E6. I'm wanting there to be epic stuff, but in the form of ritual magic and post-6-advancement epic skills and other far-and-away silliness.
Anyways, I haven't done as much playing with Tome of Battle as I should, so I'm sorta 'forcing' it into this campaign. A lot of things are being designed brand new and specifically for the setting, so it seems to me like the ToB content should, too.
I'm sure there are a lot of good resources for me to glean insight from--and I'm going to look into them--but I wanted to fish for personal opinions and specific suggestions first.
So, I'm designing two Martial Adept classes for my campaign, which will hopefully be pretty modular and able to fulfill most people's needs for the martial artist trope. The Sublime Warrior will be the martial adept fighter, like the warblade, but not necessarily exactly like him. The Sublime Monk will be like the swordsage and the monk and the ninja all had a baby, and possibly even borrowed some tricks from the Warblade and/or the Crusader.
To further explain, I'm roughly categorizing classes based on how I want them to function: specialized classes are streamlined and focused on one set of mechanics (Magic, Psionics, Tome of Battle-ry, etc.), and should be able to do their "thing" all day, every day--they should always be able to contribute their expertise regardless of how long the adventuring day lasts (so long as they aren't dead, I guess). Hybrid classes combine the specialized classes with other classes--they should generally always be able to contribue in a fight, and they should generally always be able to do their two activities, but they'll probably pale in comparison to a specialist. To account for their lesser expertise, though, hybrid classes should have interesting mechanics that give them a unique playstyle with synergy between their two focuses and advantages over specialized classes.
So, the Sublime Warrior will be my 100% Tome of Battle guy, while my Sublime Monk will be my Tome of Battle-sporting priest/rogue/monk/ranger/other things.
I'm intending to give the Sublime Warrior the Warblade's mechanics for maneuvers, I feel like they're the most elegant and straightforward. I really like the idea of giving the Sublime Monk the crusader's mechanics for maneuvers, where they might need to stall until they can set up the move they have that's perfect for the situation.
The things I'd like to ask for advice on are:
Would you adjust Tome of Battle's advancement for E6? How?
Hearing my descriptions of the Sublime Warrior and Monk, what hodgepodge of mechanics do you envision? What kinds of characters?
How many maneuvers do you think an E6 campaign's disciplines need? How do you feel about "epic" E6 maneuvers?
Anyways, I haven't done as much playing with Tome of Battle as I should, so I'm sorta 'forcing' it into this campaign. A lot of things are being designed brand new and specifically for the setting, so it seems to me like the ToB content should, too.
I'm sure there are a lot of good resources for me to glean insight from--and I'm going to look into them--but I wanted to fish for personal opinions and specific suggestions first.
So, I'm designing two Martial Adept classes for my campaign, which will hopefully be pretty modular and able to fulfill most people's needs for the martial artist trope. The Sublime Warrior will be the martial adept fighter, like the warblade, but not necessarily exactly like him. The Sublime Monk will be like the swordsage and the monk and the ninja all had a baby, and possibly even borrowed some tricks from the Warblade and/or the Crusader.
To further explain, I'm roughly categorizing classes based on how I want them to function: specialized classes are streamlined and focused on one set of mechanics (Magic, Psionics, Tome of Battle-ry, etc.), and should be able to do their "thing" all day, every day--they should always be able to contribute their expertise regardless of how long the adventuring day lasts (so long as they aren't dead, I guess). Hybrid classes combine the specialized classes with other classes--they should generally always be able to contribue in a fight, and they should generally always be able to do their two activities, but they'll probably pale in comparison to a specialist. To account for their lesser expertise, though, hybrid classes should have interesting mechanics that give them a unique playstyle with synergy between their two focuses and advantages over specialized classes.
So, the Sublime Warrior will be my 100% Tome of Battle guy, while my Sublime Monk will be my Tome of Battle-sporting priest/rogue/monk/ranger/other things.
I'm intending to give the Sublime Warrior the Warblade's mechanics for maneuvers, I feel like they're the most elegant and straightforward. I really like the idea of giving the Sublime Monk the crusader's mechanics for maneuvers, where they might need to stall until they can set up the move they have that's perfect for the situation.
The things I'd like to ask for advice on are:
Would you adjust Tome of Battle's advancement for E6? How?
Hearing my descriptions of the Sublime Warrior and Monk, what hodgepodge of mechanics do you envision? What kinds of characters?
How many maneuvers do you think an E6 campaign's disciplines need? How do you feel about "epic" E6 maneuvers?