Davor
|
So, I was going through some of my 4th edition material, specifically the Dark Sun Campaign Setting, and I noticed something that I really like. They introduce character themes. The themes themselves provide not only a roleplaying element, but a mechanical element to the game as well, so a Fighter with the Templar theme may have access to a few arcane spells, etc. These abilities scale with your level, and provide a flavorful benefit to your characters.
That said, since I like the idea so much, what do you guys thinking about applying something similar to Pathfinder? Just as an example, maybe give a Fighter with the mentioned Templar theme an at-will ability similar to a Wizard/Sorcerer? Perhaps one that scales with a character's level? I'm interested to see what the general view of it would be, whether it unbalances the game, etc.
Also, I wouldn't copy/paste class abilities. I would create new abilities that are, again, based on thematic elements. So an Elemental Sorcerer wouldn't have to worry about a melee Fighter outdoing his ranged attacks at level 1, etc.
Davor
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Hm... perhaps I wasn't entirely clear about what I mean.
The Fighter with a bit of arcane ability is just one example. Perhaps I want to play a Sorcerer who is also an expert tracker? A Rogue who is attuned with nature? A Barbarian who has tapped into the divine? A cleric with a more martial bent?
I understand that Multi-classing is, of course, an option. What I'm suggesting is something closer to being in-between multi-classing. It's a way of adding tools to a character's arsenal without forcing them to grab a whole bunch of stuff they don't want, like hit dice, spell progression, etc.
| MultiClassClown |
Hm... perhaps I wasn't entirely clear about what I mean.
The Fighter with a bit of arcane ability is just one example. Perhaps I want to play a Sorcerer who is also an expert tracker? A Rogue who is attuned with nature? A Barbarian who has tapped into the divine? A cleric with a more martial bent?
I understand that Multi-classing is, of course, an option. What I'm suggesting is something closer to being in-between multi-classing. It's a way of adding tools to a character's arsenal without forcing them to grab a whole bunch of stuff they don't want, like hit dice, spell progression, etc.
Isn't that what Archetypes do?
Davor
|
Isn't that what Archetypes do?
Well, that's a good way of looking at it. The big thing is that archetypes further expand what a character can do, but only within the realm of the class's general archetype (i.e., Fighters use swords, Witches cast hexes, etc.). What I'm talking about is something (perhaps along the lines of an archetype) that allows characters to really break the mold of their class perceptions without requiring them to multi-class.
Perhaps this is a better example. A Ranger has received a bit of arcane training from his Wizard buddy, but not enough to consider himself a Wizard. As such, he gains the ability to read scrolls as if he was a Wizard, but he gains no spells, and doesn't need to use Use Magic Device, of course.
That's more along the lines of what I'm talking about; things that make characters more distinct, but don't drastically change the power of a class. Sort of a... hybrid archetype???
| Mojorat |
I dont think there should be any mechanical reward for a theme.
You decide what your Theme is and Build your character to fit that theme. In a Strict Give or take if there is something you /really/ need for your theme You can talk to your Dm about it.
Prior to the APG if i wanted to play a Witch i likely would have played a Wizard and picked a Mixture of Transmutation and Necromancy spells and worn a black pointy hat and probly had a Broom. The Cackle may or may not have been optional.
We have Traits to handle some minor Background Stuff and if you /really/ want a Ranger who can read wizard scrolls, there is Half elf and one of their Alternate racial thingies.
You can get all kinds of 0 level spelsl and such with traits though.
Anything higher starts to border on class features. In which case You need to look at multiclassing to fit your theme.
| MultiClassClown |
MultiClassClown wrote:Well, that's a good way of looking at it. The big thing is that archetypes further expand what a character can do, but only within the realm of the class's general archetype (i.e., Fighters use swords, Witches cast hexes, etc.). What I'm talking about is something (perhaps along the lines of an archetype) that allows characters to really break the mold of their class perceptions without requiring them to multi-class.Isn't that what Archetypes do?
The archetypes as they exist, but what's to keep you from creating an archetype that blurs those lines? Already the Skirmisher archetype takes away a ranger's spells, for instance. I'm just saying, all the mechanics are already in place, why add another one? COme up with an archetype that gives a class what you want, but costs other existing abilities, give it a "theme" et voila! Archetype. In other words, what Mojorat said.
| Kierato |
Slight threadjack, a while back I was creating an RPG where you chose one of 4 generic classes, mage, rogue, warrior, and priest, and applied a template to it. For example the Savage template would make the mage more like the sorcerer, the rogue more like the ranger, warrior more like the barbarian, and the priest more like the druid.
| Skaorn |
You might want view character paths in FFG's Midnight - sets of abilities gained on each level along the line of certain theme. They are a bit different than DS 4th edition themes as they are more akin to divine/spiritual gifts.
It sounds like Midnight's Heroic Paths are what you, the OP, might be looking for (or close to it). Watch out for some of them, like Pureblood. I accidently broke a game with that one.
| John Kretzer |
It is a interesting idea...I think it could work. As long as everybody gets a theme...it will balance out. I think t is a little unnecessary as themes were created in 4th ed to give options that was lost in 3.5. But it can work...as long as you keep them relatively balanced....and upgrade the encounters to deal with the new powers. It will probably work fine.
I would not use them though to be honest...as I really just don't see the need.