In my last monster post, Mike Shea asked about 4e-style elites. I cooked one up today for my Friday game.
Here are its stats. Keep in mind this is rough writing for a playtest, rather than a fully fleshed out stat block for publication.
I modeled an elite worth two creatures by giving it one counter per round. A counter is an action that creature can use at the end of a character's turn, but it must target only the creature that just took its turn with any attacks or effects.
<...
2024-07-19 20:08:17 +0000 UTC
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Debuting with D&D 3rd edition back in 2000, the sorcerer was originally designed as an alternative to the wizard. Where wizards could choose their spells each day, the sorcerer had a narrower, fixed set of spells. The sorcerer also gained more spells slots than a wizard but gained higher level ones later than the wizard. Finally, sorcerers also had a casting mechanic like the 5e core rules. Wizards had to prepare specific spells for each slot. Sorcerers picked which spell they wanted to u...
2024-07-18 14:00:09 +0000 UTC
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A rogue is at home in the shadows, slipping into the darkness to evade their enemies, strike down an unsuspecting foe, or carry off a great treasure. Some rogues feel a strange presence when they slip into the darkness. They hear whispers at the edge of their hearing and catch sight of flickering movement in the dark.
These rogues hear the call of the shadow, and they are fated to become shadow bound. The darkness sometimes senses a void in living creature’s heart, a yearning that can...
2024-07-16 14:00:10 +0000 UTC
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If we want to build a more robust system for balancing encounters and creating monsters, we need to stop treating monsters like characters.
'We have that system already. It exists in the core rulebooks. To advance the art, we need to try a new method. I'd like to stop treating monsters like characters. That means the following:
The rogue is perhaps my favorite character class. I played a thief, the AD&D forerunner to the rogue, in my first long-running campaign. Cunning Action and Sneak Attack are evocative, fun mechanics that do a good job of conveying the idea of a slippery, tricky character. However, the class has a few issues with its core identity.
Rogue One
The rogue, as a master of skills, can generate check results that significantly outpace other characters. However, the benefit of such hi...
2024-07-11 14:00:07 +0000 UTC
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The paid backer poll I ran a few weeks back showed monster math as the top subject for content. Before I can talk about the math, though, we need to talk about the elephant in the room. D&D's action economy doesn't work for monsters.
The action economy - action, bonus action, move, reaction - works well enough for players. It creates four buckets with a clear structure.
Your action is the key thing you do each round. It typically is your chance to hurl DPR at the monsters, whe...
2024-07-10 18:53:07 +0000 UTC
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Trail wardens are rangers who have taken an oath. When they lead others into the wilderness, they swear to bring them back safe and sound. They are not mere bodyguards or tour guides. Trail wardens only lead those that they deem capable of providing the skills and qualities needed to endure the horrid monsters and grinding conditions of an expedition. Far from civilization’s protective grasp, there is no room for dead weight. A single mistake can cost the lives of an entire party.
Whi...
2024-07-09 14:00:08 +0000 UTC
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Two things for paying subscribers:
First, I have a name for my setting. it's called Chronicles of the God Scorned. More details on the setting to come.
Second, attached to this post is a crude PDF of 23 subclasses. I'm aiming for 48 in the final book when I bring it to crowdfunding. I appreciate all the support people have shown here. Having a regular schedule of posts, and knowing that people are paying money each month for content, has been the perfect tool to get me on a regula...
2024-07-08 14:00:10 +0000 UTC
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My design article talked about finding a core mechanic for a ranger subclass, to better define what the class actually does.
I think the ranger is stuck in a weird spot. It's traditionally seen as a loner class, the solo explorer who heads into the wild. I think that the solo operative is much more in the rogue's wheelhouse. So, I'm experimenting with making the ranger a leader. It's the class that makes the rest of the party better at stuff. Here's a preview of a subclass mechanic:
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2024-07-04 19:51:00 +0000 UTC
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Back in 1989 when second edition AD&D hit store shelves, the ranger was the coolest class around. In first edition AD&D, the class was a weird hodgepodge of abilities, cribbed from Aragorn’s suite of talents in Lord of the Rings. The 1e ranger wore heavy armor, fought with whatever weapons they wanted, could cast druid and magic-user spells, and could track creatures. They also had a hefty bonus against “giant class” creatures (which was basically anything on two legs)....
2024-07-04 14:00:05 +0000 UTC
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The Oath of the Guardian charges a paladin with tending to the safety of their companions. These paladins serve as bodyguards, protectors of the common folk, and sentinels against rampaging monsters. Orders that embrace this oath range from wandering, solitary paladins who defend towns on the borderlands, to elite groups of knights tasked with protecting the priests of a religious order.
Tenets of the Guardian
Like any paladin oath, the ethos embraced by a specific paladin or th...
2024-07-02 14:00:05 +0000 UTC
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The sorcerer's core issue in my opinion - a lack of spells designed to work within its mechanics. I'm working on the sorcerer tonight and stealing the concept of modal spells from Magic.
Radiant Orb
Evocation cantrip
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous
You hurl an orb of radiant energy at your foes that overwhe...
2024-06-30 03:38:33 +0000 UTC
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The paladin is a good example of how class and subclass design can mesh to create an effective whole. The paladin has a clear mechanical and narrative core, and its subclasses add a complementary element on both layers. While the paladin wasn’t in the very first version of D&D, there’s a reason why the concept has carried over to a staggering variety of games over the years. It’s an easy concept to understand, and the tie between roleplaying and rules in the subclasses helps ensure ...
2024-06-27 14:00:12 +0000 UTC
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I'm about two weeks ahead of the Patreon in terms of writing, so I am about to enter the end of the alphabet where the arcane casters live. I'd like to give a little sneak preview of where things are going on that end.
OK, the bard is technically an arcane caster but that class has a clear identity. Let's talk about the sorcerer, warlock, and wizard.
In my subclass design, and the design of my setting, I want to put some clear lines between those classes. So, here they are:
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2024-06-26 14:00:18 +0000 UTC
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Monks traditionally rely on speed and agility to defeat their foes. They can dart into melee in the blink of an eye, unleash a storm of attacks, then slip away to avoid a counterattack. The monks who adopt the Way of Living Metal prefer a more direct, brutal approach. They weave their life energy into a protective shell, allowing them to transform into creatures of living metal. They can shrug off attacks by shifting their skin into living metal, and smash through even the most skilled defens...
2024-06-25 14:00:07 +0000 UTC
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I think of all the classes, the biggest gap between “fun to design” and “effective in play” might belong to the monk. Yes, I know that stunning strike is probably broken, especially at 5th level, but beyond that the class needs help to fill its niche. In fact, I think its lack of a niche is its core problem.
Getting to the Root
The monk has never had a clear identity. Back in AD&D, it was a collection of somewhat random abilities cribbed from the lead character of a ...
2024-06-20 14:00:13 +0000 UTC
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If I created a backer-only discord server, would you use it?
2024-06-19 14:00:12 +0000 UTC
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Fighters study tactics, weaponry, and maneuvers, but at the end of the day their training allows them to terminate their enemies as quickly as possible. After all, the best defense is an offense that ends all incoming attacks. Some fighters apply their talents to the grim task of becoming an executioner. While most folk think of an executioner as one trained to slay helpless prisoners, that role is too narrow and simple to capture the grim talent that a well-trained executioner brings to bear...
2024-06-18 14:00:08 +0000 UTC
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The fighter is perhaps the most polarizing class in the game. Online, it is regarded as unable to keep up with spellcasters. Yet in play, it remains one of the most popular classes. The heroic warrior is a classic archetype, and despite the class’s inability to match the firepower of a 9th level spell, its class features are flexible and fun enough to keep players coming back for more.
I think the secret to the fighter’s success is the tendency for most groups to stick to the first ...
2024-06-13 14:00:10 +0000 UTC
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Hey backers! Mid-week poll for you. I am planning on doing some paid subscriber-only posts. What topics sound interesting? Pick from below, or sound off in the comments if you favorite isn't listed.
You can choose more than one option, so slap those buttons as often as you like.
2024-06-12 22:53:14 +0000 UTC
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Druids typically view themselves as caretakers and protectors of the natural world. They provide a service to nature, using their magic to maintain the natural realm. Druids of the Circle of the Symbiote take this a step further. They become part of nature, allowing plants to take root in their flesh and become an integral part of their being.
Druids of this circle are sometimes seen as extremists by their brethren. They tend to treat plants and animals as equals, refusing to consider i...
2024-06-11 14:00:09 +0000 UTC
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Killing Blow (15th Level, Strength)
Sometimes, someone just needs to die. As an action, you can spend 15 points from your heroic reserve and make a single weapon attack. If the attack hits, the target must make a Constitution saving throw (DC 8 + your proficiency bonus + your Strength modifier). On a failed save, the target dies. On a successful save, it takes an additional 10d10 force damage.
2024-06-10 14:20:04 +0000 UTC
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I have a druid subclass on tap for next Tuesday, but for paying subscribers here's my spicy take on fighter subclass design. In short: Bring back the warblade!
Fighter Subclass Design
The fighter is perhaps the most polarizing class in the game. Online, it is regarded as unable to keep up with spellcasters. Yet in play, it remains one of the most popular classes. The heroic warrior is a classic archetype, and despite the class’s inability to match the firepower of a 9th level ...
2024-06-07 14:00:10 +0000 UTC
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The druid’s reliance on Wild Shape as its signature ability makes designing subclasses for it tricky. In my experience, players opt for this class because they want to transform into a variety of wild animals. The druid character from the D&D movie (not the first one, or the second one, or the third one, but the good one) does a great job of selling the concept. Turning into a mouse to sneak into a prison cell, then shifting into an owlbear to tear apart the guards is a fun player fanta...
2024-06-06 14:00:05 +0000 UTC
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With the upcoming revision to D&D 5e, I'm curious to take the temperature of this community. Are you planning on using the revised rules?
2024-06-05 14:00:09 +0000 UTC
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Gods of the hunt are found in a wide variety of pantheons. They represent a variety of approaches to the hunt, from the brave provider who ventures into the wild to feed her people to the cruel slayer who revels in casting fear in his quarry.
Alignment
Consider your alignment and how it affects your view of the hunt. Below are some ideas on how your philosophy shapes your attitudes and religious practices.
Chaotic
The hunt represents freedom from dependency on othe...
2024-06-04 14:00:05 +0000 UTC
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I'm working on a druid article for next week, and I have a yes/no question to ask you.
My sense is that Wild Shape is the core feature that makes druids distinct and fun.
Do you feel that druid players see Wild Shape as the most important feature of the class?
2024-05-31 14:00:17 +0000 UTC
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Cleric Subclass Design
Players expect a strong thematic tie between their cleric and their deity. A cleric of the god of war should have a very different kit compared to a cleric of the god of magic. This desire clashes with the cleric’s access to full spellcasting, leaving us a relatively small mechanical footprint for a subclass.
Giving the cleric a distinct flavor within its subclass requires a good understanding of the benefits offered by the core character class. The clas...
2024-05-30 14:00:05 +0000 UTC
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For paid subscribers, a special sneak peak at the Hunter domain.
This design is inspired by an early playtest character for 5th edition. I created an elf cleric and happened to roll a high Dexterity. Between my background and the elf species abilities, I created a stealthy, longbow-wielding cleric. I liked the idea that a few, simple choices gave me a character who felt quite distinct from the typical, chainmail/mace/shield healer.
With that character in mind, I've designed the Hu...
2024-05-29 14:00:11 +0000 UTC
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Bard Subclass: College of Drama
Bards tell tales in a variety of ways. Some sing. Others use dance, musicianship, or art to share the sagas of the ancient days. Bards of the College of Drama take a deeper approach to bringing the tales of old to life. With a combination of skill and magic, they adopt roles from sagas and bring them to life. A bard of the College of Drama immerses themselves in a role, altering their appearance and voice to bring ancient characters into the current era...
2024-05-28 14:00:10 +0000 UTC
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