Author Topic: Fourth Edition: Decoded  (Read 6822 times)

Offline dither

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Fourth Edition: Decoded
« on: April 05, 2013, 02:48:29 PM »
Jan. 2014 Non-Update -- I've moved to working on races the last few months, so there haven't really been any changes here. Huzzah for character options!

October Update -- This is a list of all the custom 4e classes I've designed.
List of 4e Classes (Sep. 30th)

September 3rd Update -- This is a list of all the custom 4e classes I've designed.
List of 4e Classes (Sep. 3rd)

August 5th Update -- This is a list of all the custom 4e classes I've designed (almost 30 now).
List of 4e Classes (Aug. 5th)

---
Original Post:
I've been playing and running and blogging about 4e for several years now, and I recently used my experience with the system to start a system-wide analysis of races, themes, classes, and monsters for the purpose of converting massive amounts of 3.x material over to 4e.

It's been an interesting journey thus far, and more than a little eye-opening. Every day over the last week, I've built a new class for 4e that was either based on a concept from my current campaign (set in mythical Greece), or inspired by something drawn from 3.x. Most of the classes are 1st-level only, but I took a stab at a 3-tier spread for my "scourge" class (martial controller, uses a flail for area control).

If you follow my blog (which you probably don't), you can find the 1st-level versions of my lurker (monk), captain (warlord), and jester (bard), plus of course, the 30-level version of the scourge (rogue - technically missing a capstone feature).

These classes aren't perfect of course, but they serve as a proof-of-concept. These are "Essentials" versions of existing classes, and if you know anything about Essentials, you'll know that it's not only an effective 4.5, but that it's actually, functionally reverse-compatible with 4.0 like the Playstation and PS2.

1st-level only
Lurker (monk) v.01 (based on 3.5 Lurk)
Captain (warlord) v.01 (original class)
Jester (bard) v.01 (original class)

30-level class
Scourge (rogue) v.01

Anyone who's interested in learning more about the components of a 4e character class, and how to build one that's not only effective at performing its role in the party, but also "harmonizing" with other classes in its role and power source, feel free to drop me a line. I've built up a lot of esoteric 4e knowledge that I'm more than happy to share.

I'll give you this one for free -- if you thought classes in 3.x were front-loaded, what you might not realize about 4e is that every class is front-loaded, and that's one of the main reasons multiclassing fails so hard. It's literally easier to make a new character class than it is to combine two existing classes.

Next on the menu: some conversions from Magic of Incarnum and some other original classes.

--Dither
« Last Edit: January 31, 2014, 10:57:32 AM by dither »
"Stuck between a rogue and a bard place."

Home of my game design blog and webcomic:
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Offline dither

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Re: Fourth Edition: Decoded
« Reply #1 on: May 09, 2013, 03:37:41 PM »
You can find the original articles in which I introduced and explained the classes in either of the following categories on my blog: Game of Roles (for 4e classes) or The Ascalon Horror (for Guild Wars classes).

Since I started the topic a month ago, I've added the following classes:

Heroic classes (10 levels)
Wayfarer (wizard) v.01 (original class)
Poisoner (rogue) v.01 (original class)
Archer (fighter) v.01 (original class)

Guild Wars Warrior v.01
Guild Wars Ranger v.02
Guild Wars Necromancer v.01
Guild Wars Mesmer v.01
Guild Wars Monk v.01
Guild Wars Elementalist v.01

1st-level only
Incarnate (shaman) v.01 (based on 3.5 Incarnate, inspired by Guild Wars Ritualist)

Epic classes (30 levels)
Warfighter (fighter) v.01 (joke class)


--Dither
"Stuck between a rogue and a bard place."

Home of my game design blog and webcomic:
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Offline dither

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Re: Fourth Edition: Decoded
« Reply #2 on: May 23, 2013, 01:53:51 PM »
I took some time off from creating classes to work on another project. I did initial class-building work on a "May the Fourth" Star Wars project, but set it aside temporarily so I could develop some new, non-Striker role powers. (Strikers tend to be fairly easy.)

Then I started my "Remix" project, which is distilling the PHB classes so they better fulfill their roles, and also giving them an interesting flavor to set them apart from other Essentials classes. That is, functionally, why the Captain, Poisoner, and Wayfarer were developed.

Here's what I've added since last time:

Heroic classes (10 levels)
Captain (warlord) v.02 (remix)
Duelist (fighter) v.01 (remix)
Healer (cleric) v.01 (remix)

Today I put the finishing touches on the "Hellraiser," a remix of the Warlock (Infernal Pact-themed), and if you include the Wayfarer, and the Poisoner, I've only the Ranger and Paladin left to design.

When I'm done, I'll bundle them together and put them somewhere on my website. Make it a "thing."


--Nick
"Stuck between a rogue and a bard place."

Home of my game design blog and webcomic:
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Offline Complete4th

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Re: Fourth Edition: Decoded
« Reply #3 on: May 25, 2013, 03:42:34 PM »
Hi, Dither!

I'm not into E classes, but they are a heck of a lot easier to design than the 30+ powers needed for a classic class!

I'll give you this one for free -- if you thought classes in 3.x were front-loaded, what you might not realize about 4e is that every class is front-loaded, and that's one of the main reasons multiclassing fails so hard. It's literally easier to make a new character class than it is to combine two existing classes.
Not sure what you mean by this, but I agree that the MC feats are very lame and hybriding is on the sketchy side. My solution was to split each MC feat into two, and then redesign them from the ground up. Most notably, this means no power swapping feats in my game -- because they're built into each MC feat!

Offline dither

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Re: Fourth Edition: Decoded
« Reply #4 on: June 24, 2013, 01:23:21 PM »
Let's look at it this way: in 3.x, advancing in spell levels changed the game as spellcasters gained access to new effects like invisibility, flight, and long-distance teleportation. In 4e, these effects are either split into Rituals (which many classes can gain access to, so they aren't so much part of the class as they are part of level advancement), or built into the class from the beginning.

While it's true that some classes gain access to a broader range of effects as they advance in level, in some cases the same effects they might gain at 11th level and higher were available to other classes at 1st level. Class features serve to define a player's power and feat selection through the levels, and the majority (but not entirety) of feat- and power relevant class features are available at 1st level.

Rare is it that you would receive an effect like 3.x's Druid's "Wild Shape" at a level beyond 1st. 3.x Ranger receives an animal companion at 4th level, and at the same level, both Paladin and Ranger receive their spellcasting ability. That kind of progression is uncommon in 4e -- instead you get your combo platter up front, and are able to take more of what you like as you level up.


--Dither
"Stuck between a rogue and a bard place."

Home of my game design blog and webcomic:
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Offline dither

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Re: Fourth Edition: Decoded
« Reply #5 on: July 09, 2013, 12:53:27 PM »
I took longer to finish my "remix" classes than I expected.

Here's a link to the page on my site where you can find remixes of the PHB1 classes:
PHB1 Remix Classes

Included are the following Heroic-tier classes:

Captain (Warlord)
Duelist (Fighter)
Healer (Cleric)
Hellraiser (Warlock)
Hospitaler (Paladin)
Poisoner (Rogue)
Stalker (Ranger)
Wayfarer (Wizard)


--Dither
"Stuck between a rogue and a bard place."

Home of my game design blog and webcomic:
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Offline dither

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Re: Fourth Edition: Decoded
« Reply #6 on: July 19, 2013, 07:03:46 PM »
I didn't really start on "remixes" of the PHB2, but I have been poking around the Bard, Barbarian, Invoker, and Shaman. I've been thinking about 'porting Truenamer based on the Invoker archetype, and revising my Incarnate (1st-level only) and Totemist (not shared) classes. I also made a class based on the Avenger archetype, which I never shared.

Here's what I've added since last time:

Heroic classes (10 levels)
Brawler (Fighter) v.02 (Based on the Warfighter)
Lifedrinker (Warlock) v.01 (Based on the GW Necromancer)
-Revised Mesmer (Wizard) v.02
Minstrel (Bard) v.01
Witchknife (Swordmage) v.01

Over & out!


--Dither
"Stuck between a rogue and a bard place."

Home of my game design blog and webcomic:
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Offline Complete4th

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Re: Fourth Edition: Decoded
« Reply #7 on: August 12, 2013, 09:38:39 PM »
Let's look at it this way: in 3.x, advancing in spell levels changed the game as spellcasters gained access to new effects like invisibility, flight, and long-distance teleportation. In 4e, these effects are either split into Rituals (which many classes can gain access to, so they aren't so much part of the class as they are part of level advancement), or built into the class from the beginning.

...

Rare is it that you would receive an effect like 3.x's Druid's "Wild Shape" at a level beyond 1st. 3.x Ranger receives an animal companion at 4th level, and at the same level, both Paladin and Ranger receive their spellcasting ability. That kind of progression is uncommon in 4e -- instead you get your combo platter up front, and are able to take more of what you like as you level up.
Well it's been a while, but I've finally made my way back here.  :-\

I now see better what you're saying here, and I agree, though I see this as a 4e feature rather than a flaw.

The way that class-defining abilities are staggered across the levels in other editions often make low levels characters feel like bumbling apprentices and make low level gameplay feel like grimdark slapstick, which is at odds with the game fluff and every DM I've ever played under. This rather irritates me, to put it mildly.

I kinda think that 4e MC feats being lame is orthogonal to the way that the game frontloads everyone at level 1, but whatever the case, it didn't stop me from making notable improvements to the MC feats.  :)
« Last Edit: August 12, 2013, 09:41:44 PM by Complete4th »

Offline dither

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Re: Fourth Edition: Decoded
« Reply #8 on: August 13, 2013, 06:08:01 PM »
I now see better what you're saying here, and I agree, though I see this as a 4e feature rather than a flaw.
Please don't misunderstand me -- I love how much more "realized" 4e classes are, as compared to the majority of 3e classes. I love having access to short-range teleportation, wild shape, and limited flight at 1st level. It means you can play a cool character without first surviving the grind to all the good spells at 5th level and higher.

What I'm saying is that, since your character class is almost completely defined at 1st level ("front-loaded"), multiclassing is ineffective because there's very little you can do to customize your class. It's almost easier to create a brand-new class that does what you want instead of monkeying around with hybrid or multiclass characters.

That said, I've produced several new classes in the last month:

Heroic classes (10 levels)
- Revised Minstrel v.02
Starcaller (Warlock) v.01
Templar (Cleric) v.01 - Essentials remake of the "classic" Cleric
Ur-Priest (Invoker) V.01


--Dither
« Last Edit: August 13, 2013, 06:10:09 PM by dither »
"Stuck between a rogue and a bard place."

Home of my game design blog and webcomic:
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Offline dither

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Re: Fourth Edition: Decoded
« Reply #9 on: September 05, 2013, 04:29:45 PM »
The latest batch includes some rewrites of "Compendium" classes. These classes are more straightforward and easier to play than the originals -- including some top-notch Leaders and Controllers.

Heroic classes (10 levels)

Cultist (Warlock) v.01
- Revised Duelist v.03
Guardian (Paladin) v.01
- Revised Jester v.02
Marshal (Warlord) v.02
Scoundrel (Rogue) v.01
- Revised Stargazer v.02
Templar (Cleric) v.01
Warmage (Wizard) v.02


--Dither
« Last Edit: September 05, 2013, 04:32:27 PM by dither »
"Stuck between a rogue and a bard place."

Home of my game design blog and webcomic:
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Offline dither

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Re: Fourth Edition: Decoded
« Reply #10 on: November 15, 2013, 10:13:16 PM »
I "missed" a month in updates because I was working on other stuff (campaigns and adventures instead of classes).

I've modifier the original post with the most recent compilation link. (October's list)


--Dither
"Stuck between a rogue and a bard place."

Home of my game design blog and webcomic:
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Offline dither

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Re: Fourth Edition: Decoded
« Reply #11 on: January 31, 2014, 11:06:22 AM »
I've been focusing on races lately, hence the lack of updates in the class department.


--Dither
"Stuck between a rogue and a bard place."

Home of my game design blog and webcomic:
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