Tempest Critic
2017-01-14, 04:36 PM
Hey D&D fans.
I've been working on a few archetypes for 5e that help add some complexity to the Martial classes. Personally i feel a little underwhelmed when playing a Barbarian or Fighter. On the spellcaster's turns they have so many interesting and useful options - but on my turn i can pretty much just...attack. Sure i do competitive damage. But there's more to gaming than just numbers.
This first one is inspired by Japanese swordsmanship: Masterful martial artists that could finish a fight with a single swift and precise blow. Or, for those of you who are Anime fans, using an unarmed variant that still uses 1d10 for Singular Strike attacks to achieve a 'One punch Man' monk.
This is the very first draft, and still being play tested. Any helpful feedback or critique is very much appreciated.
https://drive.google.com/file/d/0Bzi-rVu5z2olekVPdjZaZ1hnZ0k/view
This is also a very deliberate shift away from much of the streamlined design philosophy of 5e. So before you post that this is departure and needs to re think its design; i am already aware, and intent on its direction. I feel like we have enough of the streamlined 5e design philosophy, and wanted to add some options for players who like more complex playstyles where you have to keep track of more things. I've always viewed the Players handbook as 'more of a guideline' and don't see any reason why the game can't cater to players who want a complicated play style experience.
This is the first in a series or Martial Archetypes, and one of the simpler ones.
If you want to know more about my ideas on game design and discuss them with me or others, or want to see some of the other Homebrew Archetypes i'm working on; you can visit this shamefully promoted space of mine: its this new thing i heard of called blogging. I'm going to jump on the wagon while not many people have them.
http://tempestcritic.blogspot.com.au/
I've been working on a few archetypes for 5e that help add some complexity to the Martial classes. Personally i feel a little underwhelmed when playing a Barbarian or Fighter. On the spellcaster's turns they have so many interesting and useful options - but on my turn i can pretty much just...attack. Sure i do competitive damage. But there's more to gaming than just numbers.
This first one is inspired by Japanese swordsmanship: Masterful martial artists that could finish a fight with a single swift and precise blow. Or, for those of you who are Anime fans, using an unarmed variant that still uses 1d10 for Singular Strike attacks to achieve a 'One punch Man' monk.
This is the very first draft, and still being play tested. Any helpful feedback or critique is very much appreciated.
https://drive.google.com/file/d/0Bzi-rVu5z2olekVPdjZaZ1hnZ0k/view
This is also a very deliberate shift away from much of the streamlined design philosophy of 5e. So before you post that this is departure and needs to re think its design; i am already aware, and intent on its direction. I feel like we have enough of the streamlined 5e design philosophy, and wanted to add some options for players who like more complex playstyles where you have to keep track of more things. I've always viewed the Players handbook as 'more of a guideline' and don't see any reason why the game can't cater to players who want a complicated play style experience.
This is the first in a series or Martial Archetypes, and one of the simpler ones.
If you want to know more about my ideas on game design and discuss them with me or others, or want to see some of the other Homebrew Archetypes i'm working on; you can visit this shamefully promoted space of mine: its this new thing i heard of called blogging. I'm going to jump on the wagon while not many people have them.
http://tempestcritic.blogspot.com.au/