Hi, I'm trying to explore an idea for world building that focuses on the 5e classes(Artificers and Blood Hunters included)
There's two major things I want to establish with these worlds: 1. how does the setting work when these classes are common or absent, and 2. how would a PC fulfill the niche as a needed adventurer?
For magic classes, this is easy(for me) to set up the world depending if they are common or not. Get rid of these guys and stuff like Disease, Famine, and "Outsider" Monster attacks are gonna hit the world HARD, which would make rarer adventurers that match the requirements a HUGE necessity.
What's harder for me is determining what kind of role the martial classes(Barbarians, Fighters, Monks, and Rogues) fulfill in the world and how they could be needed as adventurers.
So DMs, how do you make use of these Classes in your world, and how you you make your PCs feel like the special and epic heroes that they're supposed to be?
For those classes, it could be more about their background. “Seeking adventuring companion with extensive familiarity with...” The criminal underground, the circle of nobility, nautical navigation and lore, etc.
You’ll always need fighters, etc. even when outsiders are running amok, someone needs to man the walls and stand up against them. And I’d bet in that situation spell casters would become very valuable. Rich and /or powerful people would keep even low level types around to protect themselves, and probably pay them handsomely.
Also, without magic, people would likely turn to technology (much like here on earth) to deal with things like disease and famine. Like magic is a crutch people use, and people adapt without it. Who needs to invent crop rotation when you can get a Druid to cast plant growth? Who needs penicillin when you’ve got a local cleric with lesser restoration? Now that you remove those casters with easy fixes, people would innovate other solutions.
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Hi, I'm trying to explore an idea for world building that focuses on the 5e classes(Artificers and Blood Hunters included)
There's two major things I want to establish with these worlds: 1. how does the setting work when these classes are common or absent, and 2. how would a PC fulfill the niche as a needed adventurer?
For magic classes, this is easy(for me) to set up the world depending if they are common or not. Get rid of these guys and stuff like Disease, Famine, and "Outsider" Monster attacks are gonna hit the world HARD, which would make rarer adventurers that match the requirements a HUGE necessity.
What's harder for me is determining what kind of role the martial classes(Barbarians, Fighters, Monks, and Rogues) fulfill in the world and how they could be needed as adventurers.
So DMs, how do you make use of these Classes in your world, and how you you make your PCs feel like the special and epic heroes that they're supposed to be?
For those classes, it could be more about their background. “Seeking adventuring companion with extensive familiarity with...” The criminal underground, the circle of nobility, nautical navigation and lore, etc.
You’ll always need fighters, etc. even when outsiders are running amok, someone needs to man the walls and stand up against them.
And I’d bet in that situation spell casters would become very valuable. Rich and /or powerful people would keep even low level types around to protect themselves, and probably pay them handsomely.
Also, without magic, people would likely turn to technology (much like here on earth) to deal with things like disease and famine. Like magic is a crutch people use, and people adapt without it. Who needs to invent crop rotation when you can get a Druid to cast plant growth? Who needs penicillin when you’ve got a local cleric with lesser restoration? Now that you remove those casters with easy fixes, people would innovate other solutions.