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View Full Version : [Free League] Symbaroum - 5E Playtest: Warrior Class



upho
2019-01-30, 09:00 PM
Hello Playgrounders!

I invite you all to participate in a Playground-exclusive alpha playtest of the Warrior class, the first in a series of unique classes based on the 5e rules for the critically acclaimed and award-winning Symbaroum RPG dark fantasy setting. And don't worry if you've never heard of Symbaroum before; you don't need any prior familiarity with the original Symbaroum RPG rules system or its setting to participate. Especially since the Warrior class is also intended to be a fully functional and great addition to your D&D games in other settings.

That said, there are a few things you should know before you start reading up on the class itself, along with a few minor rules for a setting specific phenomenon known as "corruption":

About the Warrior Class

Two Distinct Combat Functions The class' primary functions in combat, its "combat roles", are intended to have just as high priority as the methods used to fulfill those functions. And while the two sub-classes - the Duelist and the Knight - are both durable frontline melee combatants, they have quite different intended primary functions. The duelist is primarily intended to be a single-target damage dealer with some minor control abilities, while the knight is primarily intended to excel at protecting weaker party members from multiple opponents. It's worth noting this also means some of the class options available to both sub-classes may have quite different value depending on which function they best support. And of course, these options and those available to all classes (such as races, feats and backgrounds) also allows for the primary roles to be altered or further emphasized.
Melee Weapon Focus The warrior is intended to enable several different options for using melee weapons in combat, increasing the differences between weapon categories and their associated fighting styles.
Tactical Complexity The warrior in general, and the knight sub-class in particular, is intended to provide several distinctly different melee combat options allowing for a large number of tactically strong combinations for different results. It's worth noting this also means the class is primarily intended for those looking to play a dedicated melee combatant with a greater tactical depth and number of options than the corresponding core classes offer, and not as a class primarily intended for new players.
Not a Fighter Kind of Fighter As an armored frontline "weapons expert" and reliable damage dealer, the warrior shares many basic mechanics and much of its chassis with the 5e fighter class. There are however hopefully very distinct differences, so while comparisons to the fighter can be useful, I recommend you don't view the warrior as a fighter variant or as a class intended for the same games as the fighter.

About Corruption
You'll notice the warrior class lists three values related to corruption, and the duelist tradition (sub-class) has a feature which causes 1d4 corruption with each use. These values are used for the setting specific mechanics reflecting that using more distinctly magical powers (like spells), attuning magic items and some nastier "things" cause corruption in Symbaroum. In the case of the warrior, the only important rules are:

The more corruption a character suffers, the greater the risks for negative consequences.
Temporaty corruption disappears after a short or long rest.
Temporaty corruption exceeding the "Corruption Threshold" (typically 1 + Wisdom or Charisma modifier in the case of a warrior) causes permanent corruption, which is just as bad as it sounds.

And here's the class: The Warrior (https://docs.google.com/document/d/1Kpj0sE6Cy0D8ct-NxqJxN3OKdf0yYA56DKu9WBREyZk/edit?usp=sharing).

Please help me perfect the warrior, and let me know your impressions!


Explore the vast Forest of Davokar in the hunt for treasures, lost wisdoms and fame. Visit the barbarian clans to trade or to plunder their treasuries. Establish a base of power among princes, guilds or rebellious refugees in the capital city of Yndaros. Or survive encounters with Arch Trolls, dark-minded Blight Beasts and undead warlords. But whatever you do, never ignore the warnings spoken by the wardens of the forest: tread carefully and do not disturb the ruins of old, for the dark deep of Davokar is about to awaken.

More about Symbaroum. (http://frialigan.se/en/games/symbaroum/)

Free League
We are Free League Publishing (Fria Ligan in Swedish) a Swedish publisher dedicated to speculative fiction. Being lifelong gamers and readers we started Free League Publishing in 2011 and published our first game the following year. Since then we have grown a bit, and have by now published several award-winning tabletop role-playing games and critically acclaimed art books set in strange and wondrous worlds.

More about Free League. (http://frialigan.se/en/startpage/)

utopus
2019-01-31, 12:51 PM
Looking at future classes, are symbaroum setting classes intended to have designs of greater complexity than the 5e TFR equivalents?

Looking at this class, it has

upho
2019-02-01, 08:39 AM
Looking at future classes, are symbaroum setting classes intended to have designs of greater complexity than the 5e TFR equivalents?No, certainly not all of them. And maybe not even the warrior, depending on the feedback. I do however have an ambition to offer classes which have a different level of complexity than comparable classes published by WotC, as well as a different kind of complexity. These differences will however most likely not be greater than it is for the knight tradition of the warrior in its current state.


Looking at this class, it hasYes, especially the knight tradition. I guess you could say I was aiming for a significantly greater complexity, or rather a significantly greater number of tactical options, than the core fighter, but no greater than that of a core full caster. Do you think the warrior currently is somewhere in that range? Do you this find that interesting and something you'd like to see in the game, or something you believe the game is better without?