Showing posts with label class. Show all posts
Showing posts with label class. Show all posts

Tuesday, November 20, 2018

Class: The Augmented [Second Draft]



The Augmented was always a promising concept but, as one of my first full classes, not one I feel I executed initially very well. It had a handful of balance issues that needed solving, and stepped on a few toes.

But, more importantly, it had great thematic potential, and a well-defined space that allowed it to exist as a distinct class!

Converting it to v0.2 required a few crucial changes, most of which I'll elaborate briefly on in the changelog.

CHANGELOG:

  • Streamlined level progression, keeping front-end from being too heavy
  • Rolled Overdrive and Shield Matrix into subclasses, to keep the class from having too many tools
  • Rebalanced several key augments
  • Added integrated weapon augments into the core battlefist design
CONCERNS:
  • The class still occupies a distinctly science-fiction thematic niche. I don't think this is strictly forbidden in D&D, but it's definitely on the far side of acceptable.
WHAT I LEARNED: 
  • I accidentally released this one before I planned to! I need to be more careful with which version of files I upload, when.

Sunday, November 18, 2018

Class: The Commoner [First Draft]




Level 0 play is a really intriguing option to me. I love starting the party in a position of relative powerlessness, and having them earn their stripes from there.

I kicked around how to do this for some time, experimenting with ideas like Level 0 Archetypes, backgrounds-as-classes, and other off-the-wall spitballing ideas before finally settling on the Commoner class, as you see it here.

The Commoner is a class unlike any other, not necessarily meant to be played alongside traditional fighters, rogues, wizards, or the rest. Commoners are by nature weaker to the point of near death, and exist entirely before 1st level. 

A commoner is a class about overcoming your flaws, getting stronger, and learning to survive.

FEATURES:

  • Four Fractional Levels of Class Progression, culminating in your first level in an adventuring class!
  • A Collection of Unique Flaws, to give each commoner character and something to struggle against.
  • A Handful of Perks, illustrating how each commoner learns the tricks necessary to help them survive.
  • A New Background, for any character, but particularly for aspiring commoners!
CONCERNS:
  • As with any new game mechanic, will it work as intended?
  • Are commoners too weak, or too strong?
  • How to the flaws and perks measure against each other?
WHAT I LEARNED:
  • Classes in D&D can be made to do a lot! Even things they're not really intended to do.

Wednesday, July 25, 2018

Class: The Witch [Second Draft]


Available on the DM's Guild (pay what you want) at this link!

It's been a long time coming, but the second take on the witch is finally fully revised and ready to go!

This time, the witch has two new subclasses, several new jinxes, the inclusion of Xanathar's spells, not to mention new, beautiful art by the talented Diana Nock (@jinxville)! 

This is a full rules revision, and not a single part of the witch remains untouched. Let's give a rundown of what's been changed.

CHANGELOG:

  • General reorganization of features, giving the class a more reasonable progression in line with existing classes
  • Added rules for applying potions to food and drink with Imbue Potion
  • Added a new feature: Fine Fettle
  • Streamlined casting to be INT-only, though WIS casting exists as an optional rule
  • Revised the spell list, adding Xanathar's spells and defining the witch's role as a support caster
  • Added personality tables and roleplaying advice for familiars
  • Coven of the Dark Moon has received a re-kit, adding undead and scarecrows to their repertoire
  • Coven of the Full Moon is now the only coven that can heal, focusing strongly on doing excellent healing with low-level spells
  • Coven of the Half Moon has a new low-level feature, and has had its capstone expanded significantly
  • Coven of the Crescent Moon, a gish-witch, has been added!
  • Coven of the Eclipse, a subclass focusing on forbidden magic and demonology, has been added!
  • Added several new jinxes, and revised existing options
CONCERNS:
  • Balance, as always!
  • How does the class scale vs. other classes?
  • How do the subclasses measure against each other?
  • Is the familiar sufficiently survivable?
  • Are jinxes clear in their functions? Are they well balanced against each other?
WHAT I LEARNED:
  • Commission art for everything, all the time. All. The. Time.

Wednesday, April 4, 2018

Class: The Augmented [Rough Draft]


Available on the DM's Guild (pay what you want) at this link!

So here's what I've been working on all this time!

It's been very hard to get perfect, but I finally got it into a state that I'm happy with. New classes are always tough (half-casters most of all), and building a technology-based class in a mostly non-technological game is additionally tricky!

But enough of my woes, I'm sure you want to hear what the Augmented has to offer!

FEATURES:

  • 3 subclasses, ranging from protecting your allies with conjured barriers to hacking into the minds of your foes!
  • 34 augments, allowing you to customize your augmented and create something truly unique.
  • A progressive system for upgrading your body as you level, allowing you to build new augments into your newly-upgraded parts.
  • Battlestrikes that deal additional damage, and allow you to control the flow of battle.
  • Personal shielding, to give you that much additional survivability!
CONCERNS:
  • Augments are varied, and hard to balance. So far, they seem acceptable.
  • This class dabbles in a lot of kits that may belong to other classes, but with enough caveats that hopefully that shouldn't matter too much. 
WHAT I LEARNED:
  • Yep, this is DEFINITELY the hardest thing I've worked on so far. Balancing half-casters is no joke!

Sunday, October 29, 2017

Class: The Witch [ROUGH DRAFT]



Download a selectable-text, printsafe version here!

Man oh man, have I been looking forward to releasing this.

Just in time for Halloween, spooky/scary month culminates with the Witch, the first full class I've ever released! An impressive endeavor clocking in at 14 pages of content and three full subclasses, the witch joins the ranks of Strongholds and Merchants as one of the larger projects I've ever worked on.

The witch weaves both natural magic and the arcane, carrying on a magical tradition that harkens back to the first casters to receive magic from the gods. A witch can curse or heal, dispense potions, fly on brooms, animate their house to walk on chicken legs, and much, much more!

Let's see if I can't list off everything this class does:

FEATURES:

  • Casts with INT or WIS, enabling you to play either an academic or a wild witch!
  • Jinxes! Magical effects halfway between Invocations and Channel Divinities.
  • Make potions with Brewcraft and Imbue Potion, two companion features for all your potable needs.
  • Dark Moon, Full Moon, and Half Moon Coven subclasses, focusing on cursing and stealth, healing and inspiring, and trickery and illusions, respectively!
  • Familiars as a core feature, with increased durability and the capacity to sass-talk their witch.
CONCERNS:
  • Oh, so, so many. Where to start?
  • Is INT/WIS casting a good idea?
  • Are jinxes roughly balanced, against one another and in general?
  • Is the Beast Skin jinx too derivative of the druid's Wild Shape? 
  • Are the number of spells per day right? They're midway between sorcerers and wizards, but still!
  • The spell list seems large, but is smaller than the wizard and missing some of their more esoteric spells. Is that reasonable?
  • Are all the various subclass features balanced roughly against each other?
  • Is Light of the Half Moon too powerful for what it is?
  • Is Dream-Eater too similar to the GOO warlock's level 14?
  • Is the idea of 1 free subclass spell per long rest a good or bad idea?
  • Does the class do a good job of capturing flavor?
WHAT I LEARNED:
  • Building a class is exponentially harder than a subclass in every single way. I can see why Wizards sticks to subclasses, most days of the week.