My Games

Saturday, June 29, 2019

TNT Subtypes

In addition to the Mystic Type, which is mechanically very unique, I thought it might be cool to introduce some Subtypes. These are just slight tweaks to the normal three types, that are intended to provide both utility and flavor.

As with basically all of my TNT hacks at this point, these have not been tested, although I'm less concerned with these than I am with the Mystic, which I desperately need to playtest! The eldritch knight is probably the one I'm most concerned since they have an ability that adds to their action economy, even if in a very limited way. It was inspired by the Magus class in Pathfinder.

Unless otherwise noted, assume these subtypes have all the abilities of the main type.

EDIT: 7/11/2019 I overhauled the Paladin subtype, and I think this version makes a lot more sense. It's much more defense-oriented than the normal warrior, but functions mostly similarly.

EDIT: 7/16/2019 Removed the rule for Eldritch Knights that gets rid of the combat adds reduction that regular Wizards have. Prior to this edit, I realized they were basically a better Rogue (minus one talent). This way, since they can't deal as much raw combat damage, Rogues aren't obsolete. I also removed the limitation that casting a spell and attacking simultaneously had to be with a melee weapon.


Paladin (Warrior Subtype)

  • Rather than Warrior's +1d6 combat dice per level, paladins receive 1d6 holy dice per level
  • Holy dice are rolled alongside combat, but not added to the opposed roll
  • If the paladin / party loses the opposed roll the holy dice can be used to mitigate damage
  • If the paladin / party wins the opposed roll the holy dice can be used to recover any lost CON points.
  • Against undead or other unholy creatures the paladin may choose to use their holy dice either as warrior combat dice, or as paladin holy dice, but must decide each turn before rolling

Eldritch Knight (Wizard Subtype)
  • Cannot use a focus
  • Can cast a spell and attack simultaneously eldritch level times per combat encounter 
    • Must be cast through a weapon
    • The spell only affects the target(s) of the attack

Ace (Rogue Subtype)
  • Cannot learn spells
  • Start with one more talent than a rogue
  • Add ace level to SRs when applying a talent (in addition to normal +3 bonus)

2 comments:

  1. In retrospect I'm actually more worried about the playability of the paladin than the eldritch knight. If they can only heal during combat, and they only get lvl holy dice, then unless the party is significantly more powerful than the enemies, they'll likely incur more damage as a result of the paladin's combat dice not being included in the opposed roll.
    Don't have time to edit it right now, but will probably change it so that they roll the holy dice along with combat dice, except the holy prayer only counts towards defense. In other words, if you roll 3 on the holy dice and you win the opposed roll only by 5, the party would deal only 2 damage, but one party member would heal 3 CON. Or something like that...

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    1. I ended up overhauling the Paladin after all. I think the new version makes a lot more sense. It functions much more similarly to the regular warrior now, but is more defense-oriented.

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