Kane0
2017-12-06, 08:38 PM
Hello all,
I've been trawling through some of my old half-baked concepts and came across one that split and categorized various D&D classes and archetypes. Turns out it's similar to the existing 5e class > subclass method but broader for more simplicity.
Basically there are but three classes (Adept, Expert and Warrior) that determines HP, skills, saves/defenses and equipment proficiencies. From there they branch out starting at level 2 into all the names we're familiar with based on a theme and function to call their own.
For example the broad 'Adept' splits down into:
Beguiler (enchantment and illusion specialist)
Binder (divination and conjuration specialist)
Cleric (faith, healing focus)
Druid (nature, buff focus)
Elementalist (elements, blasting focus)
Mystic (mental/psionic specialist)
Necromancer (necomancy and transmutation specialist)
Shaman (spirits, debuff focus)
Sorcerer (innate generalist)
Warlock (pacts, endurance blaster)
Warmage (abjuration/evocation specialist)
Wizard (booklearning generalist)
I thought it would be a cool discussion to have with what others could come up with and what they thought of it. Would generic options like 'fighter' disappear and be split into a handful of themes? What core identity should remain for each (sub)class? What sort of themes are important? Which ones arent? How would it break down during play? Would it be too much choice? Too little?
I've been trawling through some of my old half-baked concepts and came across one that split and categorized various D&D classes and archetypes. Turns out it's similar to the existing 5e class > subclass method but broader for more simplicity.
Basically there are but three classes (Adept, Expert and Warrior) that determines HP, skills, saves/defenses and equipment proficiencies. From there they branch out starting at level 2 into all the names we're familiar with based on a theme and function to call their own.
For example the broad 'Adept' splits down into:
Beguiler (enchantment and illusion specialist)
Binder (divination and conjuration specialist)
Cleric (faith, healing focus)
Druid (nature, buff focus)
Elementalist (elements, blasting focus)
Mystic (mental/psionic specialist)
Necromancer (necomancy and transmutation specialist)
Shaman (spirits, debuff focus)
Sorcerer (innate generalist)
Warlock (pacts, endurance blaster)
Warmage (abjuration/evocation specialist)
Wizard (booklearning generalist)
I thought it would be a cool discussion to have with what others could come up with and what they thought of it. Would generic options like 'fighter' disappear and be split into a handful of themes? What core identity should remain for each (sub)class? What sort of themes are important? Which ones arent? How would it break down during play? Would it be too much choice? Too little?