workskeron.blogg.se

Fet the strain
Fet the strain










fet the strain fet the strain

You can come up with the best lore, but it won’t make for a good class if it’s basically just a wizard with all the ability names changed around. What is the source of these powers? Is it just a skill that can be learned? Is it some sort of magical power that has to be earned or taken? Try to come up with some sort of uniform origin for your class powers rather than just loosely assembling features. Is it something they’re born with? Is it something they need to be trained in? How do these techniques get passed on to the next generation? Your class defines how a character fights, a lot of how they act, and it carries with it all the ribbon abilities and flavorful choices that define it as a concept.Īsk yourself how a person would start out in your class. And if you think of the character race as what you are and your background as what you were, the class is the how of your adventuring life. Think of this as the theme and flavor of your class. To start, you’ll need to think long and hard about the thematic identity and the mechanical identity of your new class. Now that we’ve gotten past the pitfalls let’s dive into actually putting a compatible version of your new class together. Fun to play, unique, and not stronger or weaker than other classes, that’s the balance you should be shooting for. Additional classes should feel and play differently but shouldn’t be a strictly better default selection than other options. Your new class should be able to easily coexist with the existing classes without causing a power imbalance. We don't need additional classes just to use as an opportunity to do bonus damage as a spellcaster, or to get one more hit in as a martial class. I’ve gone through a lot of new class submissions, and a whole compendium of them can be described as “X class, but a better version”. Subclasses are ten times easier to make as well, so ask yourself if making an entire class is worth the design work. If you were to set up a roster of all the classes available in your campaign, does your new idea overlap the design of any of the other classes? Ideally, your class shouldn’t be trying to fill a role already filled, instead it should be forging into new territory either thematically or mechanically. If your idea falls anywhere close to “a version of fighter but also X” you should really consider making it a subclass instead. The 5e class list has already filled out most of the design space but left the door open with subclasses. Why a Whole Class?īefore we chat about building your new class, you need to figure out if your idea should be a class in the first place. So, get comfy, get creative, and grab a character sheet as we go through everything you need to know. Making a class represents some real game design work but it’s intensely rewarding to see players doing character sheet creation and roleplaying using the class you made for them. The Dungeon Master’s Guide offers a few tidbits about making your own subclasses, but what about making entirely new classes for the game? I’ve written a few published 5e classes (namely the Monster Hunter and the Fatebender and Lodestar you may have seen roll through En5ider) and let me tell you it’s not as simple as swapping out a few features from the default settings. For When the Official Classes Just Aren’t Cutting It












Fet the strain