Having been eagerly devouring the D&D 5E PHB (and with Dungeon World being my fantasy RPG of choice ATM) i’m…

Having been eagerly devouring the D&D 5E PHB (and with Dungeon World being my fantasy RPG of choice ATM) i’m…

Having been eagerly devouring the D&D 5E PHB (and with Dungeon World being my fantasy RPG of choice ATM) i’m considering making some DW classes to reflect the options available in 5E; can anyone point me in the direction of any useful advice on designing (and balancing) new classes?

8 thoughts on “Having been eagerly devouring the D&D 5E PHB (and with Dungeon World being my fantasy RPG of choice ATM) i’m…”

  1. Lot of user created classes I see are one trick ponies. One cool move does not a class make. Look at the immolator for a great example. It doesn’t just burn things; it has a ton of breadth as far as understanding and manipulating other characters’ motivations. Thief is another one I think they did a great job with. Remember that the advanced moves should give should give you more different things to do, not just make the things you already do better. And for the love of Gygax, don’t add numbers just to make the numbers bigger. For all that they did right with the new D&D (i.e., make it more like DW) they still fell back really hard on the old trope of “level up, get plus one to x, y, and z, rinse repeat.”

  2. Very good advice, thanks 🙂 My aim is to basically take the difference class options available (ie. druid of the land, druid of the moon) and make them into seperate classes, but research the core concept (becoming one with the terrain, shapechanging, etc) in mythology to create some interesting abilities that expand the game fiction 🙂

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