Talk:Modular Levels (5e Variant Rule)

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I love the general idea of this variant rule, however the one thing that bothers me is: Why would anyone not have their starting "class" be anything but Fighter, Rogue, Paladin, Bard, Ranger, or Artificer? Classes like the Full Casters really don't have any redeeming qualities to them, besides maybe wanting less proficiencies or different saving throws. However, ultimately classes like Fighter get the most armor and weapon proficiencies, along with good saving throws and decent skill proficiencies. Wizards and Sorcerers would be stuck with less than others.

As for fixing this? I haven't the faintest idea. It seems almost impossible to tamper with the system, due to if you give them, say, an extra Cantrip due to their magical nature, all order goes out of wack.

The idea's great, just don't pick half of the classes as a base. --DrGuest (talk) 19:25, 6 March 2022 (MST)


I also like this idea and I got to this page after I started developing such mechanics myself. But I would also like to add the ability to get archetype abilities that are not represented in this mechanic. To do this, I need to know on what basis the price of abilities was determined? I hope that Cammino3 will be able to tell what principles he was guided by when creating this mechanic. --Salamander (talk) 03:04, 17 June 2022 (MDT)

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