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Thread: Archtypes

  1. #1
    Community Member fatherpirate's Avatar
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    Default Archtypes

    ok, as far as the cleric archetype,
    I like it.
    I would only make a few tweak's.

    For this archetype I would change the effect
    of turn undead from turn or destroy
    into ignore (will stay neutral unless attacked) to Charmed (instead of destroyed)

    also I would remove the divine tree and replace it with
    the Pale Master tree from wizard (adjusting as needed due to class differences)

    These tree and turn undead changes match the new default spells for this archetype.
    If your going to make the short range inflict spells default, give the player something
    useful to use them on (him/her self and undead pets)

  2. #2
    Community Member fatherpirate's Avatar
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    next archtype
    we will call it the pally monk.

    LOADS OF FUN
    no more stupid special finishing moves that never work,
    just good ol'Pally smite

    ................ one itsey bitsey problem though

    Why would anyone play a monk?
    seriously

    The pally monk archetype
    has everything good with a monk, none of the bad
    and everything good with Pally

    What would be the point of a monk?

    something to consider.

  3. #3
    Community Member fatherpirate's Avatar
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    last new archetype

    pre-admission, I rarely play bards.

    how does it look?
    pretty good. some added offense is
    always welcome for a bard.

  4. #4
    Community Member fatherpirate's Avatar
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    Other ... possible archetypes

    Monk - Samurai (armoured single sword monk specialist, has Kensei tree)
    Ranger - Bounty Hunter
    Fighter - too many to list (Jack of all trades?)
    Barbarian - Viking

    Alchemist - Witch Doctor
    Artificer - Clockwork Engineer (time specialist)
    wizard - too many to list
    sorc - wild mage
    warlock - ?
    FS - Holy knight

    Druid - shaman

    and there are so many others as well
    have fun listing your favorite hopefuls

  5. #5
    Community Member sithhound's Avatar
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    I just want a Kobold Shaman toon. Or witchdoctor if I get a dope mask.

  6. #6
    Community Member fatherpirate's Avatar
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    Quote Originally Posted by sithhound View Post
    I just want a Kobold Shaman toon. Or witchdoctor if I get a dope mask.
    absolutely

  7. #7
    Community Member Jerevth's Avatar
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    -The Palunk tier 4, second column says deflect arrows but the write-up is identical to the tier 5 Violence begets violence.
    -The speed doesn't make up for the lack of DPS compared to a Pali with a greatsword.
    -Smite Evil animation is slow and with the wind-up then the pose after... really slows down the damage potential.

    I'll let other who know more add more.
    In all posts: Assume I'm just providing a personal opinion rather than trying to speak for everyone.
    *All posts should be taken as humorously intended and if you are struggling to decide if I insulted you; I didn't.

  8. #8
    Founder Kraki's Avatar
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    Quote Originally Posted by Jerevth View Post
    -The Palunk tier 4.
    Ponk?
    Paladink?
    Paladonk?
    Heh.

  9. #9
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    Quote Originally Posted by fatherpirate View Post
    Other ... possible archetypes

    Monk - Samurai (armoured single sword monk specialist, has Kensei tree)
    Ranger - Bounty Hunter
    Fighter - too many to list (Jack of all trades?)
    Barbarian - Viking

    Alchemist - Witch Doctor
    Artificer - Clockwork Engineer (time specialist)
    wizard - too many to list
    sorc - wild mage
    warlock - ?
    FS - Holy knight

    Druid - shaman

    and there are so many others as well
    have fun listing your favorite hopefuls
    Like the ideas. I'd say the monk archetype would be better labeled "kensai"... as that is a monk archetype in 5E. I'd think a samurai archetype would need to be armor based which really wouldn't fit the monk class. I'd say it would better go into the fighter class but replace Vanguard with a samurai specific tree (samurais don't really use shields from what I can tell... maybe take away that proficiency for them even). Maybe make it a longsword or bastard sword (whatever fits a katana) specific tree... featuring a short sword (Wakazi or however you spell it ) for the off hand or giving them bonuses with longswords/bastard swords as an ability to wield them 2 handed?

    I like the witch doctor idea... but how would it be different from a regular alchemist? Would you replace the bombadier tree with something dealing with spirits? Maybe swi

    Like the wild magic sorceror idea a lot.

    Some that I thought might be good:

    Traditional wizard - The current wizard is more of a necromancer setup than a regular wizard setup. How about an archetype for a tradional wizard where pale master is replaced by a new "war mage" tree (based on the 5th edition Xanthar's archetype), which would add some survivability enhancements and things to upgrade damage spells?

    Wild fire druid - Basically replace the season's herald tree with a fire based tree rather than one spread around. Wolf would instead be a flame wolf spirit with flame based attacks. Ideally even the wild shapes would be "fire-looking" for this to have maximum flavor. Basically like in Tasha's 5E book.

    Psionic based archetypes. While I started way back when in 1st edition, most of my PnP was in 2nd edition and I particularly liked the psionic classes (especially in the dark sun setting). 3rd edition had some psionic stuff in it but it wasn't nearly as fleshed out and fun as 2nd. I like that in Tasha's in 5E they added some archetypes that are psionic based to 5E and it would be cool to see those as archetypes in DDO at some point. I'm particularly looking at Psi Warrior (figher archetype) probably replacing stalward defender or vanguard with a psionic-fighter tree (doing bonus psi damage per hit or force damage if adding psi damage is too hard). Maybe add two trees replacing both SD and Van... one focused on mental/telepathy based melee attacks, the other based on telekenetic (force) melee attacks. You also have the soulknife for rogues. Replace thief acrobat tree with a psionic based soul knife tree which would likely borrow from what's in feydark illusionist (for a dagger based summoned weapon that grows with level and some of the same psionic-ish attacks that are already there along with some of the stuff from vistani. And lastly... the aberrant mind sorceror. The big Plus for this class is getting everards black tentacles as a spell or sla. I would think this class would not have access to any of the elemantal trees... instead having a "mind" and a "force" tree to choose from that might work similarly but have minuses to the elemental spells (minus to fire/water if you choose one, earth/air if you choose the other)... with the abilty to take both. I can see the holds/fear/enchantment stuff going into mind and physical (bludgeoning/slashing/force) spells going into telekinesis (in terms of bonuses). I do feel like a force based 9th level damage spell would need to be added as part of this.

    I also like the idea of the Wild Magic Barbarian (again from Tasha's). You'd need to replace the Occult Slayer tree with the wild magic one. The idea of random wild magic surges going off as a barbarian rages through a crowd of enemies just feels like a lot of fun.


    And lastly... drunken master monk. Definitely needs to be excluded from the Lawful requirement in my opinion. I imagine it would have a tree replacing ninja spy which would be mostly defensive with some cool offensive effects (like "fire breath" from the alcohol and stunning/dazing attacks based on them coming from unpredictable angles. Probalby an activatable core1 ability to "take a drink" that lasts a certain amount of time (like a rage) that has negatives to certain abilities and positives to others (negative to int, positive to dex maybe?) Probably more dex based than wisdom based. Maybe use the rage timer but just has different stat modifiers so other rage abilities in other trees might stack (or maybe not).

    Anyway... archetypes are exciting. Lots of things that could be done.

  10. #10
    Community Member fatherpirate's Avatar
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    Just a thought, instead of making these archetypes,
    why not just call them new classes?

  11. #11
    Community Member Oxarhamar's Avatar
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    Quote Originally Posted by fatherpirate View Post
    Just a thought, instead of making these archetypes,
    why not just call them new classes?
    Because they are not new classes YW

  12. #12
    Community Member fatherpirate's Avatar
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    Quote Originally Posted by Oxarhamar View Post
    Because they are not new classes YW
    because they function like new classes.

    you even have to choose them at the start,
    like a separate class.

    the only difference is if you choose one, it locks out the other.
    that is easy enough to implement, they already do that for
    alignment restrictions.

    also, it would be much easier to fix/modify
    and so on if it was it's own class.

    that is just my opinion, also it has no real effect on game play either
    way.

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