Monday, August 21, 2023

Class Updates: August 21st (2023)

Quick overview:

  • Cleric: I would consider to be updated
  • Druid: stable, but not complete
  • Occultist: work in progress
  • Warlord: preliminary work started
  • Spellbinder: not started

As mentioned before, figuring out the Disciple class category (Druid, Warlord, Occultist) is going to be a big piece to completing this puzzle. My general intention with the category is to possibly have their "unique thing" be that they can switch their subclass -- possibly requiring a long rest, or spending a reserve, or similar. We'll see if the finalized designs (for the Occultist in particular) make this workable.

Looking back on previous drafts, both the Druid and the Occultist had the option to gain training with either "Influence" (now "Communication") or Subtlety, as a "category upgrade"; this is going to at least be kept as a placeholder form of category upgrade, particularly since the Warlord previously had the option to gain training with one Attribute or one Skillset (abeit as a "class upgrade"). This may ultimately be revised down to a skill rank, rather than skill training.
The other placeholder category upgrade will be the ability to gain an additional power source; currently this can be any power source, but may ultimately be scaled back to "any power source from your class list."

The final (obvious) category upgrade option is to gain additional roles; this is pretty straightforward for the Warlord, and will probably be kept as access to the different animal forms for the Druid, but for the Occultist it will likely require a major class rework. As it stands right now, the structure of the Occultist is effectively a "roles, but no subclasses" setup, which needs to be expanded to include both roles and subclasses. Essentially, the Necromancer and Warlock "roles" will become subclasses, and new role mechanics will need to be layered on in addition.


In case I've forgotten to mention it previously, there was a late substitution on the 3rd slate, whereby the Druid was changed to a d4/d12 class and the Guardian was changed to d4/d6. This worked out a lot better since the Druid was originally built off a d4, and Guardian was built off a d6; essentially, Guardian utilized stacking d6s of extra damage, so converting it to a d12 was actually a bad fit. Conversely, the Druid wasn't built to utilize such a mechanic, so the change to a d12 is a better fit -- if anything, it's somewhat under utilized for the class.

There were some similarities I found while working on the Cleric (d4/d10) and Druid (d4/d12) since their dice are so similar. Mechanics such as the "Druidic Focus" (which previously called for a double roll of "your class die") have mostly been changed to instead roll both class dice; I consider this to be only a "placeholder change," since testing is obviously going to be needed. Another thing is that the Cleric in particular had a lot of utilization of "advantage on base damage" -- a mechanic which was only very recently axed from the designs, precipitating several reworks. So, porting the class from a d8 to d4/d10 (in addition to those reworks) has likewise created a lot of "placeholder changes."


I think I'm going to have a fairly easy time with the Spellbinder, because the basic structure is already in place. Blademasters' unique thing is that they can gain certain features from other classes, and the Sage Domains are already essentially built to be used by multiple classes in the slate; the subclasses for Spellbinder are already formalized, so most of the work will be in format updating, and potentially adding Occultist roles to the list of features that can be borrowed. Being a 2nd slate class, Spellbinder remains using the same, single class die -- so almost nothing should need to change mechanically.

No comments:

Post a Comment