Friday, August 8, 2014

Classic 5ed - Classes

Classic 5ed in style of 70's and 80's D&D. Gritty, dark, "swords and sorcery", when elves were fighter/wizards and dwarves didn't dabble in the dark arts. A few changes and restrictions to 5th Edition Basic Rules to instill a particular flavor and style on the game I run. Demonstration of how easy it is to and encouraging others to make 5ed their own.

Classes and multi-classing are limited by race. Standard Ability requirements (15+ in Ability) for multi-classing remain. Humans, Dwarves Elves, Halflings and 1/2 Orcs are playable races. Fighters, Clerics, Wizards, Rogues with Rangers and Druids for Wood Elves only after PHB is released.

Basic D&D 5th Edition PDF


One thing I desire in a RPG is fast (preferably 10min or less) character creation. Partially for ease of new players and fast start up. But, also the style I often run there's occasionally is the need to roll up a new character ;) So, I really dig 5ed's choice to delay many character decisions to 2nd level. But they didn't g do it consistently.  Namely Clerics shouldn't pick Domain until 2nd level. And Fighters should likewise delay Fighting Style choice until 2nd level. These two in particular, give time for the player to grow into their character, experience the mechanics and game play before being forced to make important decisions.

The only other changes to classes are to remove social skills, add several more skill options* and the various race/class restrictions. Oh and wizard spells are mostly determined randomly (cause magic is strange, barely understood, and wondrous).

* In classic play you differentiate your character by how you play them. Overly restricting skills conflicts with the player's control over that.  For instance want to be a "paladin", give your fighter knowledge Religion and be righteous. Mostly allowed everyone to take "mental" skills.  I might still go with no skill restrictions. But for now, ruled on a case by case basis.



Cleric

  • All races except Elves may be clerics.  
  • Divine Domain is selected at 2nd level.
  • Choose two skills from Arcana, Athletics, History, Investigation, Medicine, Nature, Perception, Performance, Religion, and Survival.

Fighter

  • All races except Wood Elves may be fighters (wood elf fighters are rangers). Dwarves and Halflings may be multi-classed Fighter/Rogues High elves may be multi-classed Fighter/Wizards.
  • Fighting Style is selected at 2nd level.
  • Choose two from Acrobatics, Animal Handling, Athletics, History, Medicine, Nature, Perception, Performance, Religion, and Survival.

Rogue

  • All races except High Elves may be Rogues. Dwarves and Halflings may be multi-classed Fighter/Rogues. Half-Orcs may multi-class one or more levels of Rogue.
  • Choose four from Animal Handling, Acrobatics, Athletics, History, Investigation, Medicine, Perception, Performance, Sleight of Hand, Stealth, and Survival.

Wizard

  • Only Humans and High Elves may be Wizards. High elves may be multi-classed Fighter/Wizards.
  • Literacy and Choose two from Arcana, History, Investigation, Medicine, Nature, Performance, and Religion.
  • Starting spells and cantrips are randomly determined.
  • One of the 2 spells gained per level is randomly determined. The other may be selected by player.
  • If an already known spell is selected randomly the player may then select a spell.
  • Player must create a unique, personalized name and manifestation for any and all spells they select. e.g. "Norm's Noisome Natterings" / Confusion.



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