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What would you say is the hardest class or archetype to make things for?

Started by kosmos1214, November 25, 2024, 06:14:03 PM

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GnomeWorks

My answer to this would be the class I'm working on that "summons" terrain.

Blue mages are often also difficult to implement, depending on the system. Summoner-types are another issue, and can be on par with blue mages unless you rein them in somehow.

Shapeshifters are another pain point, but it's at least a grade easier than blue mages since you can just say "screw it" and use personalized stat blocks rather than stuff from team monster.

Mimics are also kind of a PITA, with factotum-types being a close second.

Limiting gadget-type classes is quite simple: technology needs to be maintained to function. A gadgeteer can only maintain so many inventions at a time. Doesn't matter that you've built fifty things that go boom -- you can only keep three in functioning condition at any given time.

The answer to fighters is similarly simple: fighters shouldn't exist. It's far more sensible to create a set of combat-oriented classes but with interesting gimmicks. Monk is a good example of what kind of fighter should exist: you need concept hooks or cool stuff for the "fighter," to let them keep up with the casters.
Mechanics should reflect flavor. Always.
Playing: Cidallia "Cid" Rudolfeau, Human Gadgeteer Detective in Ironfang Invasion (D&D 5e).
Running: Chrono Break: Dragon Heist + Curse of the Crimson Throne (D&D 5e).
Planning: Rappan Athuk (D&D 5e).

kosmos1214

Quote from: Mishihari on November 25, 2024, 11:33:42 PMArtificer, and I know this from having created several classes / sets of mechanics myself.  If, frex, an alchemist can make 1000 explodey potions in the month before the adventure and carry them all in a bag of holding, how do you balance this against a wizard who has x fireballs per day with doing something arbitrary and lacking in-setting explanation?  It can be done, and I've done it, but it's a heck of a lot more work than any other type of class to get it right.
Easy answer here go whole hog on a mana system and they can only carry so much of there mana in ready achemical objects that are ready to go. This isn't an all fixed answer but as i was working it seemed like the obvious answer.
Quote from: BoxCrayonTales on November 26, 2024, 12:25:38 PMDo you allow races and factions to be discussed too? Non-D&D-derived games?
Give it ago the game I'm working on come originally from d&d dna but its so far off that it won't matter much. besides you have experience in non d&d systems that gives you a cool opinion out side of other frames of view.

Darrin Kelley

Mentalists, telepaths. They have always been a very difficult thing to handle in superhero games and elsewhere. They present untold problems for a GM.
 

Man at Arms

The Assassin Class, and their one shot ability.

Any Race, that has Wings.

Any race, that has Darkvision.

Hzilong

Quote from: Man at Arms on November 26, 2024, 10:48:13 PMThe Assassin Class, and their one shot ability.

Any Race, that has Wings.

Any race, that has Darkvision.

Be right back. Need to make a flying assassin with goggles of the night (or whatever is the setting equivalent item)
Resident lurking Chinaman