I added this to another post I made about it earlier, but I’ve got the compendium class idea I had mostly done and…

I added this to another post I made about it earlier, but I’ve got the compendium class idea I had mostly done and…

I added this to another post I made about it earlier, but I’ve got the compendium class idea I had mostly done and I’d love to get some feedback. Other than a name for the third advanced move, the main things I’m looking for are better wording for the last two 7-9 options on Sanguine Sibling, and also deciding whether advanced moves should have to be taken by both partners, or if they can function one-way if only one partner takes them. Thoughts?

Question about Adventuring Gear: when players use it, would you then let them ‘keep’ what they picked out, assuming…

Question about Adventuring Gear: when players use it, would you then let them ‘keep’ what they picked out, assuming…

Question about Adventuring Gear: when players use it, would you then let them ‘keep’ what they picked out, assuming it makes sense in fiction? Like, say they used adventuring gear to get a grappling hook, could they then pick the grappling hook up, mark it down in their inventory, and just have it in future?

I had an idea for a compendium class based on something brought up in my campaign’s chargen session, but I’m not…

I had an idea for a compendium class based on something brought up in my campaign’s chargen session, but I’m not…

I had an idea for a compendium class based on something brought up in my campaign’s chargen session, but I’m not sure if it’s a good idea to use it or not.

Some background: the campaign has three players: human fighter, human druid, and (half-)tiefling bard. Half as a joke we came across the idea of the bard having tried a ritual to do a “Tiefling blood bond” with the druid, and seemingly nothing happens, and the bard has the bond “[druid] thinks we share a deep and magical bond. He is mistaken”. This leaves open the possibility that the ritual actually did work, but will only be awoken under some kind of extreme stress or danger.

If this happened, seemingly the best way to represent that through mechanics would be a compendium class that both the bard and druid have to take the first move of together. There’s a couple potential problems I see with this:

– First, there’s a real potential for the fighter to feel like he’s being left out, which is already a bit of a shaky area because I knew the bard and druid’s players before the campaign but only met the fighter’s player online, so he’s the player I’m the least close to.

-Second, if I make this a compendium class, that then means if either of the two die, all of the sudden the other one has used their leveling up to gain moves that are now useless. I had also thought about just giving them the first move of the compendium class and not having any additional moves to take, but then they’re

getting a big benefit basically for free, and that is even more likely to make the fighter feel like he’s being screwed over.

Thoughts?

UPDATE: Gonna go ahead and share what I’ve got written up for the compendium class if anyone want to give feedback on that. Other than a name for the third advanced move, the big thing I’m wondering about is if the rule about both partners taking a move should apply to advanced moves or not, and I could use a better way to word the third and fourth options for Sanguine Sibling.

https://docs.google.com/document/d/11-6bRD4ikqYGySWF7DP0x3_JcEKuYicFcdh6krWIeX0/edit?usp=sharing