Greywander
2021-01-04, 07:05 PM
This is for a big overhaul mod I've mentioned before. The short version is that classes are cut down to just four levels, and you chain together multiple classes as you level up. A 20th level character, for example, would have completed five different classes. This opens up a lot more customization options for players. It also removes the need for subclasses, most of which can be reworked into full classes at some point (there's 100+ subclasses already, too many to convert immediately).
Since classes are just four levels long, we can easily standardize what each class will get at specific levels:
1st - Core Feature. The defining trait of that class. Everyone, even novices, have access to this feature. Some classes might have the same core features, in which case there should be stacking benefits.
2nd - Gimmick. A trait that is unique to this class specifically. Focuses on being mechanically interesting.
3rd - Ribbon. A trait that is unique to this class specifically. Focuses on roleplay and soft benefits.
4th - Capstone. Your prize for completing the class.
Now, there's still room to change this; for example, I might swap the levels you get the gimmick and ribbon. But this should be a pretty solid layout. If you're wondering, ASIs/feats will probably be purchased separately with XP, with the cost increasing each time. This gives you more control over when and how many feats/ASIs you get.
Another quick note on spellcasting: This is something that's stumped me on how to properly implement it within this system of stacking classes, particularly with casters who have different styles of casting. For now, what I'm thinking is that there will be a generic "Power User" feature, which includes spellcasting but also accounts for nonmagical powers like psionics or mutant abilities. More or less this feature will work like a spells known caster using the spell points variant. As you level up, you'll be able to cast your spells at higher levels, even if you don't pick up any other caster classes, but you also won't get any more spell points. Stacking caster classes will give you more spell points. This allows you to branch out and pick up one or two noncaster classes without locking yourself out of the highest level spells, but you'll pay for it with fewer spell points.
Some caster classes will have unique spellcasting methods; usually these will operate by trading away spell points for whatever the new spellcasting method gives you (e.g. pact magic slots), but you're not forced to make this trade, and can only trade part of your spell points if you wish. This allows you to make hybrid casters who use multiple spellcasting systems. In addition, some caster classes might get a second core feature or a gimmick that adds a unique twist to their casting. Wizards, for example, might gain their spellbook as a separate feature, allowing them to prepare extra spells (in addition to their known spells), or cast rituals. Every class, even noncaster classes, will also have their own spell list; each time you take a new class, you add their spells to your personal list. So for example, a wizard/fighter would gain some combat spells from the fighter list, even though a fighter can't normally cast spells.
Okay, I guess that wasn't really a quick note.
I figure a good place to start is by converting the vanilla classes. I haven't figured out what all I'll be changing as far as rules go, but let's assume for now that things work similarly to vanilla D&D 5e. For now, lets focus on the rough concepts of class features, rather than detailed write ups. Ideally, we would just identify four major features for each class, and reduce the class to just those four features. However, this may not fight the core/gimmick/ribbon/capstone paradigm that we've set up. Also, some abilities might not be appropriate for a low level character (remember, you'll only be 4th level when you get the capstone). For example, Spell Mastery might be more appropriate for an Archmage class, which isn't available until at least, say, 9th level (i.e. your third class).
I'll go ahead and write up a few classes in order to get feedback. I also welcome anyone who wants to make their own attempt to convert a class, though it might be difficult without knowing other aspects of this overhaul that I haven't mentioned here.
Let's start with something simple, like the Fighter:
Core: Combat Superiority. Stolen from the Battle Master. I might include the option to use infinite d4 superiority dice, so you can always use one of your maneuvers.
Gimmick: Fighting Style, Second Wind. Basically the same.
Ribbon: Remarkable Athlete. Stolen from the Champion.
Capstone: Extra Attack. Fighter staple. Works especially nicely with your combat maneuvers, since you can now use two per turn.
Let's see what we can do with another simple class, the Rogue:
Core: Expertise, Sneak Attack. Sneak Attack doesn't scale except by getting it multiple times from other classes.
Gimmick: Cunning Action. Of course.
Ribbon: Thieves' Cant. Feels like we might need something else here, but maybe Thieves' Cant can be expanded to include things like hobo signs and other things that make it easy to find illicit persons and locations, like the black market.
Capstone: Evasion. I wasn't sure what to put here, but this seems like it could work.
Now let's try a spellcaster, like the Cleric:
Core: Power User, Theurgy. Theurgy might allow you to convert spell points into extra spells prepared from your list. Like a wizard, but no futzing around with a spellbook. Not completely sure about this yet.
Gimmick: Bless, Bane. Considering how useful these spells are, let's just make them straight up class features. Thematic, too!
Ribbon: Turn Undead. Classic cleric feature, ribbon because it's not useful if you never face undead. Might allows clerics to choose Command Undead as an alternative.
Capstone: Divine Intervention. This necessarily needs to change compared to vanilla, might run it similar to a Wish.
Let's end by tackling wizards:
Core: Power User, Wizardry. Wizardry allows you to convert spell points into Vancian style spells prepped into specific slots (like oldschool D&D). Limited to spells known or prepared (via spellbook), but you can get a lot more castings than normal if you can correctly guess which spells you'll be needing, and at which levels. Useful since you can choose to only convert a few spell points instead of all of them, assuming you know a few spells that you'll almost certainly cast or want to have handy (e.g. Mage Armor, Feather Fall, Fireball).
Gimmick: Spellbook. Copying spells works as in vanilla, but using your personal spell list. You can prepare spells equal to your INT mod from your spellbook, and cast rituals from your spellbook.
Ribbon: Magesight. Honestly wasn't sure what to put here. How about a permanent Detect Magic effect out to 10 feet?
Capstone: Spellbook Mastery. You can cast a spell directly from your spellbook without preparing it. Usable INT mod times (or maybe proficiency bonus times?), refreshes on a long rest. You can also use Wizardry to prep a spell you don't know or have prepared as long as it's in your spellbook.
I'm not completely happy with all of these, but it feels like we're off to a good start at least. Can you think of any ways to improve these? Or maybe you'd like to take a stab at one of the other classes? Or a subclass conversion? I'm also not sure that any of the ribbon features except Thieves' Cant really qualifies as a ribbon.
Since classes are just four levels long, we can easily standardize what each class will get at specific levels:
1st - Core Feature. The defining trait of that class. Everyone, even novices, have access to this feature. Some classes might have the same core features, in which case there should be stacking benefits.
2nd - Gimmick. A trait that is unique to this class specifically. Focuses on being mechanically interesting.
3rd - Ribbon. A trait that is unique to this class specifically. Focuses on roleplay and soft benefits.
4th - Capstone. Your prize for completing the class.
Now, there's still room to change this; for example, I might swap the levels you get the gimmick and ribbon. But this should be a pretty solid layout. If you're wondering, ASIs/feats will probably be purchased separately with XP, with the cost increasing each time. This gives you more control over when and how many feats/ASIs you get.
Another quick note on spellcasting: This is something that's stumped me on how to properly implement it within this system of stacking classes, particularly with casters who have different styles of casting. For now, what I'm thinking is that there will be a generic "Power User" feature, which includes spellcasting but also accounts for nonmagical powers like psionics or mutant abilities. More or less this feature will work like a spells known caster using the spell points variant. As you level up, you'll be able to cast your spells at higher levels, even if you don't pick up any other caster classes, but you also won't get any more spell points. Stacking caster classes will give you more spell points. This allows you to branch out and pick up one or two noncaster classes without locking yourself out of the highest level spells, but you'll pay for it with fewer spell points.
Some caster classes will have unique spellcasting methods; usually these will operate by trading away spell points for whatever the new spellcasting method gives you (e.g. pact magic slots), but you're not forced to make this trade, and can only trade part of your spell points if you wish. This allows you to make hybrid casters who use multiple spellcasting systems. In addition, some caster classes might get a second core feature or a gimmick that adds a unique twist to their casting. Wizards, for example, might gain their spellbook as a separate feature, allowing them to prepare extra spells (in addition to their known spells), or cast rituals. Every class, even noncaster classes, will also have their own spell list; each time you take a new class, you add their spells to your personal list. So for example, a wizard/fighter would gain some combat spells from the fighter list, even though a fighter can't normally cast spells.
Okay, I guess that wasn't really a quick note.
I figure a good place to start is by converting the vanilla classes. I haven't figured out what all I'll be changing as far as rules go, but let's assume for now that things work similarly to vanilla D&D 5e. For now, lets focus on the rough concepts of class features, rather than detailed write ups. Ideally, we would just identify four major features for each class, and reduce the class to just those four features. However, this may not fight the core/gimmick/ribbon/capstone paradigm that we've set up. Also, some abilities might not be appropriate for a low level character (remember, you'll only be 4th level when you get the capstone). For example, Spell Mastery might be more appropriate for an Archmage class, which isn't available until at least, say, 9th level (i.e. your third class).
I'll go ahead and write up a few classes in order to get feedback. I also welcome anyone who wants to make their own attempt to convert a class, though it might be difficult without knowing other aspects of this overhaul that I haven't mentioned here.
Let's start with something simple, like the Fighter:
Core: Combat Superiority. Stolen from the Battle Master. I might include the option to use infinite d4 superiority dice, so you can always use one of your maneuvers.
Gimmick: Fighting Style, Second Wind. Basically the same.
Ribbon: Remarkable Athlete. Stolen from the Champion.
Capstone: Extra Attack. Fighter staple. Works especially nicely with your combat maneuvers, since you can now use two per turn.
Let's see what we can do with another simple class, the Rogue:
Core: Expertise, Sneak Attack. Sneak Attack doesn't scale except by getting it multiple times from other classes.
Gimmick: Cunning Action. Of course.
Ribbon: Thieves' Cant. Feels like we might need something else here, but maybe Thieves' Cant can be expanded to include things like hobo signs and other things that make it easy to find illicit persons and locations, like the black market.
Capstone: Evasion. I wasn't sure what to put here, but this seems like it could work.
Now let's try a spellcaster, like the Cleric:
Core: Power User, Theurgy. Theurgy might allow you to convert spell points into extra spells prepared from your list. Like a wizard, but no futzing around with a spellbook. Not completely sure about this yet.
Gimmick: Bless, Bane. Considering how useful these spells are, let's just make them straight up class features. Thematic, too!
Ribbon: Turn Undead. Classic cleric feature, ribbon because it's not useful if you never face undead. Might allows clerics to choose Command Undead as an alternative.
Capstone: Divine Intervention. This necessarily needs to change compared to vanilla, might run it similar to a Wish.
Let's end by tackling wizards:
Core: Power User, Wizardry. Wizardry allows you to convert spell points into Vancian style spells prepped into specific slots (like oldschool D&D). Limited to spells known or prepared (via spellbook), but you can get a lot more castings than normal if you can correctly guess which spells you'll be needing, and at which levels. Useful since you can choose to only convert a few spell points instead of all of them, assuming you know a few spells that you'll almost certainly cast or want to have handy (e.g. Mage Armor, Feather Fall, Fireball).
Gimmick: Spellbook. Copying spells works as in vanilla, but using your personal spell list. You can prepare spells equal to your INT mod from your spellbook, and cast rituals from your spellbook.
Ribbon: Magesight. Honestly wasn't sure what to put here. How about a permanent Detect Magic effect out to 10 feet?
Capstone: Spellbook Mastery. You can cast a spell directly from your spellbook without preparing it. Usable INT mod times (or maybe proficiency bonus times?), refreshes on a long rest. You can also use Wizardry to prep a spell you don't know or have prepared as long as it's in your spellbook.
I'm not completely happy with all of these, but it feels like we're off to a good start at least. Can you think of any ways to improve these? Or maybe you'd like to take a stab at one of the other classes? Or a subclass conversion? I'm also not sure that any of the ribbon features except Thieves' Cant really qualifies as a ribbon.