Wednesday, April 5, 2017

Heroes of All Stripes (Beta 4)

In 4th Edition D&D, the Dark Sun campaign specifically banned or limited power sources -- effectively cutting back on the number of classes you could pick from.

Just as a thought-exercise, I looked at what sorts of effects this might have, if implemented in TNP; based on that research, I'll be making some adjustments. What ended up happening was classes that are locked into 2 (or even 3) power sources are unlikely to make the cut, whereas classes that get to freely pick both/all of their power sources will always be an option.

As such, I'm leaning towards changing around classes to fall into one of these two setups:

  • one power source is locked in, the other can be chosen from a short list
  • both power sources can be chosen freely, but from a list of only three options

Generally, I think it will be thematically best to keep your party composition within 2 class slates, but there is no necessity to limit your party as such; limitations on class slate or power source selection should only be done to reinforce the theme or flavour of a campaign, or party cohesion, and only on the agreement of everyone at the table.

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Another thing I've been digging into recently is increasing the customization levels of classes, without adding to or changing their abilities drastically.

Some classes have explicit Roles, while others have implicit roles. For example, the Guardian breaks down into Warden and Shaman subclasses, which each effectively occupy a different role (just as the 4e versions did.) However, their abilities are structured such that they all draw from their "role ability" and they cannot really be extracted from each other. Simply put, these subclasses can't be changed to Archetypes, because one of them must be selected, in order for the class to function in combat.

Because of this, subclasses have been changed to be the "mandatory Role" form of customization; classes with subclasses to choose from can now select one at the start of combat, but should have a default one set, which they are most familiar with.

For some classes, this would not thematically make a lot of sense. For example, the Rogue has Assassin and Sorcerer as its subclasses; on its face, it would not make much sense for a character to swap between such drastically different characters at the start of each combat. In those cases, the subclass tag has been changed to "Path"; your path must be chosen when you create one of these characters. This change will apply to the following classes:
  • Cleric: Path of the Crusader, Path of the Invoker
  • Sage: Path of the Monk, Path of the Wizard
  • Rogue: Path of the Assassin, Path of the Sorcerer

I've also been working over the past little while to make it so that classes with Archetypes to choose from still get basic functionality without having to pick one. Granted, having an Archetype will grant you an additional Iconic Ability and/or additional riders on your powers, but I want characters who don't pick one to still have the standard of 2 trained sets of core skills, as well as at least 1 (or preferably 2) power sources.

The current state of the Paladin is probably the best showcase for this type of design; the class functions fine without an archetype, but picking one gives you some mechanical perks in combat, as well as more options for customization.

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EDIT: A new playtest recruit is now live, on the forums. So if you're a goon, sign up!

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