Campaign:Dungeon Fantasy/Progression Items

From 2d4chan
Revision as of 09:43, 12 August 2020 by 1d4chan>PocketJacks (Created page with "Templates serve as the underpinning of Dungeon Fantasy. They serve as a guide for new players who would otherwise find the free form structure of putting together a character...")
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to navigation Jump to search

Templates serve as the underpinning of Dungeon Fantasy. They serve as a guide for new players who would otherwise find the free form structure of putting together a character from a myriad of abilities rather daunting. Beyond that, the enforce specialization if you require characters to only spend character points to gain skills or abilities that are part of their template.

Enforcing specialization makes the characters more distinct. One of the issues I had with what the D20 system became was that dipping into other classes was typically simple and without penalty. This allowed players to mix and match various class abilities to be able to assemble the mix/max abomination of their choice.

To offer up but one brief example, in D&D 3.5 the Paladin class allowed for a character to add his Charisma bonus to all saving throws. That's a great ability, and fits the Paladin well. However, when you have a class like Sorcerer, that is built around the single attribute of Charisma, why not dip into a single level of Paladin to add your massive CHA bonus to all saves? The resulting, "Sorcerer with a pinch of Paladin" can become the standard "build" for making a Charisma based arcane caster.

These selected mix/max paths become their own character classes of a sort. Unfortunately, these mix/max character paths, which are often game breaking,