Every D&D Character Must Be Able to [X] by Around Level [Y]
Moderator: Moderators
- RadiantPhoenix
- Prince
- Posts: 2668
- Joined: Sun Apr 11, 2010 10:33 pm
- Location: Trudging up the Hill
Every D&D Character Must Be Able to [X] by Around Level [Y]
I'm trying to make a list of things every D&D character should to be able to do, and when they need to be able to do it.
So far I have:
Combat: Something to do every round, e.g.:
[*] Damage
[*] Save-or-lose
[*] Battlefield control
[*] Buffs of the large variety
Travel:
1-5: Ability to overcome mundane obstacles, such as canyons and rivers
6-10: Flight or equivalent
11-15: Ability to reach other planes
Noncombat:
1-5: Do something to prepare for an encounter (e.g., scouting)
6-10: Do something to prepare for an adventuring day (e.g., long-duration buffs)
11-15: Do something in the nation-management minigame (e.g., have an army)
16-20: Do something to start some other party of schmucks on their own campaign (e.g., move mountains)
Information:
8-13: Some sort of magical information-gathering ability
So far I have:
Combat: Something to do every round, e.g.:
[*] Damage
[*] Save-or-lose
[*] Battlefield control
[*] Buffs of the large variety
Travel:
1-5: Ability to overcome mundane obstacles, such as canyons and rivers
6-10: Flight or equivalent
11-15: Ability to reach other planes
Noncombat:
1-5: Do something to prepare for an encounter (e.g., scouting)
6-10: Do something to prepare for an adventuring day (e.g., long-duration buffs)
11-15: Do something in the nation-management minigame (e.g., have an army)
16-20: Do something to start some other party of schmucks on their own campaign (e.g., move mountains)
Information:
8-13: Some sort of magical information-gathering ability
-
DSMatticus
- King
- Posts: 5271
- Joined: Thu Apr 14, 2011 5:32 am
I thought about doing this exact thread for the purposes of being able to crank out relatively standardized homebrew D&D classes in an even more orderly and machinegun-like fashion than is already possible. Now that it's come, I feel woefully underprepared in that I got lazy and stopped thinking about it.
- Corsair114
- Master
- Posts: 282
- Joined: Fri Jun 14, 2013 6:07 am
In the case of that, I think Radiant was getting at less "It works in this level range" and more "If you don't have it by this point you're going to not be very useful since now everything that happens going forward is linked to magic in one form or another."Voss wrote:Why magical information gathering specifically, and why does it only matter for 6 levels in the middle?
The rules are the game, without them you're just playing cowboys and indians with a side of craps.


Wow, that's crazy helpful. I'll be sure to edit my lycanthrope paragon class to meet these standards.
Keys to the Contract: A crossover between Puella Magi Madoka Magica and Kingdom Hearts.
RadiantPhoenix wrote:The D&D wizard is a work of fiction that has a completely unrealistic expectation of "uses a book".TheFlatline wrote:Legolas/Robin Hood are myths that have completely unrealistic expectation of "uses a bow".
hyzmarca wrote:Well, Mario Mario comes from a blue collar background. He was a carpenter first, working at a construction site. Then a plumber. Then a demolitionist. Also, I'm not sure how strict Mushroom Kingdom's medical licensing requirements are. I don't think his MD is valid in New York.
- RadiantPhoenix
- Prince
- Posts: 2668
- Joined: Sun Apr 11, 2010 10:33 pm
- Location: Trudging up the Hill
Yeah, that's pretty much what I meant.Corsair114 wrote:In the case of that, I think Radiant was getting at less "It works in this level range" and more "If you don't have it by this point you're going to not be very useful since now everything that happens going forward is linked to magic in one form or another."
- RadiantPhoenix
- Prince
- Posts: 2668
- Joined: Sun Apr 11, 2010 10:33 pm
- Location: Trudging up the Hill
So, I was thinking.
What constitutes a level appropriate combat action at various levels? Let's say 1, 6, 11, 16.
My understanding is that, generally, a ranged damage attack should do about {Level}d6 damage per round, and a melee damage attack should do about twice that.
I have no idea what forms of save-or-suck and save-or-lose effects are appropriate at what levels, with what scopes, and with what frequencies.
What constitutes a level appropriate combat action at various levels? Let's say 1, 6, 11, 16.
My understanding is that, generally, a ranged damage attack should do about {Level}d6 damage per round, and a melee damage attack should do about twice that.
I have no idea what forms of save-or-suck and save-or-lose effects are appropriate at what levels, with what scopes, and with what frequencies.
-
icyshadowlord
- Knight-Baron
- Posts: 717
- Joined: Thu Mar 24, 2011 12:52 pm
Anyone notice how these things seem to follow spell progression?
Best example of that would be Flight by the time you reach level 5, for obvious reasons.
Best example of that would be Flight by the time you reach level 5, for obvious reasons.
"Lurker and fan of random stuff." - Icy's occupation
sabs wrote:And Yes, being Finnish makes you Evil.
virgil wrote:And has been successfully proven with Pathfinder, you can just say you improved the system from 3E without doing so and many will believe you to the bitter end.
- OgreBattle
- King
- Posts: 6820
- Joined: Sat Sep 03, 2011 9:33 am
I like what was said in another thread:RadiantPhoenix wrote:So, I was thinking.
What constitutes a level appropriate combat action at various levels? Let's say 1, 6, 11, 16.
My understanding is that, generally, a ranged damage attack should do about {Level}d6 damage per round, and a melee damage attack should do about twice that.
I have no idea what forms of save-or-suck and save-or-lose effects are appropriate at what levels, with what scopes, and with what frequencies.
So there you go, Cleric is the measure of D&D leel progression.Hicks wrote:After a bit of thought, the answer is Yes. The Cleric class in the player's handbook is an example of what is and is not appropriate for a monster of any CR from 1 to 20. If you are looking for a primary beatstick monster, look to the Barbarian, and a primary spellcaster is a Wizard, but the best example of a "level appropriate" blend of both is the Cleric. Use the Elite Array and the NPC equipment list in the DMG when determining swag carried that can help them.
- RadiantPhoenix
- Prince
- Posts: 2668
- Joined: Sun Apr 11, 2010 10:33 pm
- Location: Trudging up the Hill
Some example level 1 abilities:
Damage:
Damage:
- Greatsword (2d6+5 melee with power attack)
- Crossbow (1d8 ranged)
- Tanglefoot bag (entangle on-hit (-2 to hit and -4 Dex; half movement speed) with a DC15 reflex save to avoid being immobilized. The goop has more HP than you, but can also be broken by a DC17 strength check)
- Thunderstone (10ft burst; DC 15 save or be deafened. in addition to the obvious effects, takes a –4 penalty on initiative and has a 20% chance to miscast and lose any spell with a verbal component that it tries to cast.)
- Color spray (15ft cone; Will save or be stunned for 2d4 rounds, basically)
- Sleep (10ft burst; will save or fall asleep for 10 rounds)
- Smokestick (10ft cube of fog)
- Silent Image (five 10ft cubes of "stuff" that blocks sight and might make someone go around)
Last edited by RadiantPhoenix on Thu Sep 05, 2013 3:25 pm, edited 1 time in total.
It's really the only way. You have to start with the most popular power progression and model everything else after that if you intend to even pretend to be making a balanced game.icyshadowlord wrote:Anyone notice how these things seem to follow spell progression?
Best example of that would be Flight by the time you reach level 5, for obvious reasons.
- RadiantPhoenix
- Prince
- Posts: 2668
- Joined: Sun Apr 11, 2010 10:33 pm
- Location: Trudging up the Hill
- Foxwarrior
- Duke
- Posts: 1672
- Joined: Thu Nov 11, 2010 8:54 am
- Location: RPG City, USA
- RadiantPhoenix
- Prince
- Posts: 2668
- Joined: Sun Apr 11, 2010 10:33 pm
- Location: Trudging up the Hill
Yeah, I realized afterwards that the time limit thing should probably not be there.
EDIT: Clarification: After you posted your reply, but before I read your reply.
EDIT: Clarification: After you posted your reply, but before I read your reply.
Last edited by RadiantPhoenix on Fri Sep 06, 2013 10:00 pm, edited 1 time in total.
- RadiantPhoenix
- Prince
- Posts: 2668
- Joined: Sun Apr 11, 2010 10:33 pm
- Location: Trudging up the Hill
Lost on the Road of Death.Lokathor wrote:I like that "Not Dying" is a cornerstone, and I think that the "Fighting Man" version of Not Dying should be something akin to the old classic "he died fighting, got sent to hell, and then kept fighting until he escaped".
Re: Every D&D Character Must Be Able to [X] by Around Level [Y]
i have to disagree here with the simple term as every character does not need this as the simple term implies. maybe further details or description of what is meant is needed?RadiantPhoenix wrote:I'm trying to make a list of things every D&D character should to be able to do, and when they need to be able to do it.
[*] Battlefield control
while the game isnt only about killing things and taking their stuff, it is one way for a character to be run, and as such does not require being able to control the battlefied at all, jsut to stay alive and kill things ala Gimli from LotR.
Play the game, not the rules.
good read (Note to self Maxus sucks a barrel of cocks.)
Swordslinger wrote:Or fuck it... I'm just going to get weapon specialization in my cock and whip people to death with it. Given all the enemies are total pussies, it seems like the appropriate thing to do.
Lewis Black wrote:If the people of New Zealand want to be part of our world, I believe they should hop off their islands, and push 'em closer.
- RadiantPhoenix
- Prince
- Posts: 2668
- Joined: Sun Apr 11, 2010 10:33 pm
- Location: Trudging up the Hill
Re: Every D&D Character Must Be Able to [X] by Around Level [Y]
Battlefield Control is just one example of a combat action, and the requirement is, "one level appropriate combat action".shadzar wrote:i have to disagree here with the simple term as every character does not need this as the simple term implies. maybe further details or description of what is meant is needed?RadiantPhoenix wrote:I'm trying to make a list of things every D&D character should to be able to do, and when they need to be able to do it.
[*] Battlefield control
I do recognize that not every character needs to be able to do everything in combat.
then yes, every character needs to be able to do something in combat, since it is a high yield area of an RPG and specifically D&D.
Play the game, not the rules.
good read (Note to self Maxus sucks a barrel of cocks.)
Swordslinger wrote:Or fuck it... I'm just going to get weapon specialization in my cock and whip people to death with it. Given all the enemies are total pussies, it seems like the appropriate thing to do.
Lewis Black wrote:If the people of New Zealand want to be part of our world, I believe they should hop off their islands, and push 'em closer.
- RadiantPhoenix
- Prince
- Posts: 2668
- Joined: Sun Apr 11, 2010 10:33 pm
- Location: Trudging up the Hill
So, let's run down the core classes (or their tome equivalents), and see how they stack up to this list:
Noncombat:
Well, I know which of these classes I want to play. (protip: look for the classes without ??? entries)
--- --- ---
EDIT: So how do your custom classes stack up? (pointed at people in general, not anyone in particular)
- Barbarian: Tome
- Bard: SRD
- Cleric: SRD
- Druid: SRD
- Fighter: Tome
- Monk: Tome
- Paladin: "Tome" Kantian
- Ranger: Hypothetical
- Rogue: SRD
- Sorcerer: SRD
- Wizard: SRD
- Barbarian: Smack with weapon
- Bard: Silent Image
- Cleric: Smack with weapon
- Druid: WILD SHAPE!
- Fighter: Smack with weapon
- Monk: Smack with fist
- Paladin: Smack with weapon
- Ranger: Stabby
- Rogue: Stab in the jibblies
- Sorcerer: 9001 different spells. For sake of argument, Silent Image.
- Wizard: 9001 different spells. For sake of argument, Silent Image.
- Barbarian: STR+Athletic skills, ???, ???
- Bard: Skill points, Gaseous Form, ???
- Cleric: Water Breathing, Air Walk, Plane Shift
- Druid: Wild Shape, Wild Shape, ?Find the Path?
- Fighter: STR+Athletic Skills, ?Crafting?, ?Crafting?
- Monk: Kung Fu Jump, Air Walk Style, Gate grandmaster fighting style
- Paladin: STR + Athletic Skills, Flying Mount, ???
- Ranger: Outdoorsmanship?, ???, ???
- Rogue: Athletic skills, ???, ???
- Sorcerer: Spider Climb, Fly, Plane Shift
- Wizard: Spider Climb, Fly, Plane Shift
- Barbarian: ???
- Bard: Bardic Knowledge
- Cleric: Divination spells. For sake of argument, Divination.
- Druid: Divination spells. For sake of argument, Find the Path.
- Fighter: ???
- Monk: ???
- Paladin: ???
- Ranger: ? Some kind of spell ?
- Rogue: ???
- Sorcerer: 9001 divination spells. For sake of argument, Locate Creature.
- Wizard: 9001 divination spells. For sake of argument, Locate Creature.
Noncombat:
- Barbarian: ?Fast Healing?, ???, Call the Horde, ???
- Bard: Invisibility, Identify, ???, ???
- Cleric: 9001 spells. For sake of argument, Cure Light Wounds, Animate Dead, Planar Ally, Miracle
- Druid: 9001 Spells. For sake of argument, Barkskin, Reincarnate, Move Earth, Somethingsomething
- Fighter: ???, Crafting, Minions? they're not quite in the class..., ???
- Monk: ???, ???, ???, ???
- Paladin: Healing, Break Enchantment, ???, ???
- Ranger: ???, ???, ???, ???
- Rogue: Scouting, ???, ???, ???
- Sorcerer: 9001 spells. For sake of argument, Invisibility, Explosive Runes, Planar Binding, Wish
- Wizard: 9001 spells. For sake of argument, Invisibility, Explosive Runes, Planar Binding, Wish
Well, I know which of these classes I want to play. (protip: look for the classes without ??? entries)
--- --- ---
EDIT: So how do your custom classes stack up? (pointed at people in general, not anyone in particular)
Last edited by RadiantPhoenix on Sun Jan 05, 2014 7:35 am, edited 1 time in total.
The fact that those things are mandatory kind of undermines the point.Korgan0 wrote:I think you're omitting just how well the Rogue's skillpoints scale, in that diplomacying and sneaking work pretty much all the time provided you can get a persisted mind blank going and take darkstalker.
Though it would be cool if you got the benefits of darkstalker by taking more ranks in hide, and could get a persistent mindblank effect by having enough sense motive ranks. Basically skills getting passive supernatural effects that help make their more general schtick work.
- RadiantPhoenix
- Prince
- Posts: 2668
- Joined: Sun Apr 11, 2010 10:33 pm
- Location: Trudging up the Hill